[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Settings Home
/3/ - 3DCG

Thread archived.
You cannot reply anymore.

File: Light-Map.jpg (379 KB, 1024x1024)
379 KB
379 KB JPG
How do I bake "light maps" on blender?
Like the pic related.
light maps aren't used anymore.
nowdays every game engine have a standard shader with diffuse/specular and realtime lights

you would need this if either:
1.your engine dosen't support realtime lights or isn't capable of having a specular shader
2.you need your game to work on a casio calculator or some shit like that and you save every bit of performance possible
3.you have a large animated scene and you want bake some elements so it will render faster
File: map.jpg (551 KB, 1024x1024)
551 KB
551 KB JPG
however what you are refering to lightmap can might be an old version of specular map

pic related. you can do specular maps in blender or 3ds
File: Light-Map.jpg (325 KB, 1024x1024)
325 KB
325 KB JPG
Yeah by far this style of shading is the one that is more similar to what I want it to look like. All other bakes I make get too influenced by light position, AO map looks too dead and this one has this "shine" that spreads evenly around the mesh.
I really want to know how it's done, even if it's obsolete... The specular example you posted looks good, but too flat if it makes sense
most if not all popular game engines support lightmaps, fuckface

have you ever heard of something called a "cell phone"?
I would like to hear more about these diffuse/specular maps. Can you provide some examples of the workflow as well as modern engines that use it?
Not that guy but how new are you at this thing?
Never done texturing before?
If so there is stupid question thread in the catalog.
those are not the same lightmaps as in UE4
UE4 automatically bakes the lightning based on your UV map. OP is asking to bake a lightmap which doesn't have a shader output, but specular maps does have a shader output (most of the time)
just google it, its common knowledge. diffuse represents the albedo/color and specular represents the shine
the output color is determined by some factor in the baking settings which i don't remember
here is the answer


hope you don't get bamboozled by it
you can't import them from blender in ue4 but you can unwrap a separate UV channel to let the engine use lightmapping

"light maps aren't used anymore" is a retarded statement and you know it
okay so i made a lightmap in blender.
i use a point light to transfer light to my object, here are my settings.

and yeah i was retarded. but people that say you need 2 UV channels are too. i only did it with 1
How you break the boot down like that OP?

Just a whole lotta practice?
File: images.jpg (15 KB, 300x168)
15 KB
Pick Lucio and press Q
mark more seams
this is afucking stripper shoe... not a fucking rocket
if you won't make it in 2 tries, you should stop and find other hobby
I didn't make that. But you can mark seams anywhere you want to cut your mesh... then unwrap to build your UV map and rearrange it around anywhere you want on the pic. But yeah, I guess practcing will make UV unwrapping easier and make more sense after a while.
what? nobody said that. the other UV channel is for textures or AO or whatever you want
how is this texture done?
>go to cycles engine
>make sure you have some light affecting your model (like a point light for example)
>create a new empty texture
>go to node editor, load up the texture and select it
>go to bake and select diffuse, have only direct and indirect selected
>hit bake.
by the way im not even sure that what op posted is a lightmap

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.