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File: stump.jpg (208 KB, 1915x992)
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I'm making game assets from 3d scans and trying to bake the diffuse texture, how do I get it to be uniformly lit instead of shadowed like in the picture? Like is there an ambient light setting instead of playing multiple lights all around?
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>>704454
RIP startup that hired you.
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>>704455
1MA guess again.
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File: 1552669452615.jpg (68 KB, 700x700)
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moving shadows are only necessary if the lights move
design it for scenes with static lighting and claim better performance
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>>704454
Bring your own lightning rig on scene to create a neutral lighting setup
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File: help.jpg (113 KB, 1523x904)
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>>704454
deselect direct & indirect and it should bake the color information. you need an image to bake to though
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>>704454
>>704476
you also need a low poly model to bake to as well
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>>704454
you don't actually need any lights in the scene to bake color information
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File: stumped2.jpg (188 KB, 1518x918)
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>>704476
Ah cool thanks.

>>704477
Picture in OP is the low poly. The high poly looks like pic related.

Photo grammetry is so fucking cool, but it's hard finding nice clean objects in completely even lighting that you can walk all around.
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>>704454
use Xnormal instead of Blender like a normal person



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