baking in order:
1. select only: Plane_to_bake_wood and bake its texture (with NOT selected to Active) but to a new created image name the result -> oak_dark image 2. select the Plane_to_bake_side and tab into edit-mode and set the generated texture-image as its uv-texture If it is not possible to set this generated image as image in its material->texture settings, then i have to delete this texture, create it new, set the image and UV-mapping and then i can use the generated image. Why? (i dont know!) (sometimes it works at first try .. and i can skip this step no.2) 3. jump to first frame, so the Cube_lowpoly is at 0,0 and select (complicated): first select no object, then select all the Plane.00x (those parented to the Empty) and as last one, select too the: Cube_lowpoly then tab into edit-mode and select the image: cube_texture tab out and bake it (with option: to the selected acitive) tab again into edit-mode but now select the image: cube_normals and tab out and instead of texture now select bake normals. for step-3 there is the same, it is sometimes not possible to re-bake, i have to generate a new image to bake to and then can use this in the material-tex-settings.
— this is as text too in the little blend-file.
the baked box has 54 faces, but this problem about the re-creation
of the texture confuses me. This problem came up to me, because
i wanted to create different base textures (darker, more lines…other coloring)
and i could not re-bake the first flat texture. I have ?always to create a new image
as something is blocking the usage of the old baked one.
Shure i can first create a bunch of different wood-textures, save those and then use
the saved ones to test …
anyone some solution and last but not least,
any ideas to create better looking ones (without using real-photo-images)?
crate1_sample.blend (138 KB)