Hello,
I am working on a point and click game, I build my scenes in 3D in Blender and export them to Unity. I am working very
hard lately to get the graphics at the highest edge but I stumbled on some things that makes me doubt how to make what I really want to make. The game I make is in this moment made with camera mapping, I made a scene in 3D and then use a rendered image, uv map the objects with project from view and put the image(s) on the objects. So the scenes look already nice, but now I just have the thought to make the game into full 3D, meaning that all objects can be seen from all sides, so therefore I need to uv map all the objects again, which is no problem by any means. But I did a lot of baking tests into cycles and the baking textures look very different from the full rendered image/rendered textures. I mean to say that the rendered image is far better quality than the baking quality as far as I can see. I already read a lot of threads about it, and that one cant use fresnel or specific shaders (like glass etc) for the baking. So my question is: Is there a way or a method that is user-friendly and that I could somehow use rendered textures instead of baking for the whole object/s? I already thought about making the objects split into two so I can put two rendered images, one for the front and one for the backside, but this seems a bit tedious, and is double as much work. Is there another or better method for this or did I miss something? I hope someone that understands my problem could help me. Thanks in advance!