I’ve been working on this for a couple of days and don’t seem to be able to find a technique that works well. FYI, I’m using 2.42a on a Mac and am trying to use Blender to create models and textures for a game (not Blender Game Engine). What I ultimately want to be able to do is create seamless, non-distorted texture maps and lightmaps.
Here’s my method so far:
- To experiment, I’m using a model of Suzanne, which I subsurfed, then applied the subsurf.
- I then applied a procedural texture.
- Set the scene’s background color to match the object’s texture.
- Went to “vertex paint” and used the very nice “Self Shadow VCols (AO)” script to bake AO to the vertices.
This results in a model that looks exactly the way I want. Now all I have to do is bake the texture and vertex lighting/colors to a texture map. That’s where things start to fall apart:
- If I use the “Texture Baker” script in the default scripts, it only bakes the procedural texture to the texturemap. This is OK, and the script does a very nice job, but it doesn’t include the vertex colors (AO). if there’s another way to bake just the vertex colors to a texture then I can then merge the two in GIMP. But I haven’t found a script that does this?
- If I use the “BRrayBaker” script, the resulting texturemap looks terrible, with seams everywhere. I tried cleaning it up manually, but with complex models the task becomes impossible.
- If I use the “UV Painter” script, it only creates a texturemap the size of your screen, which then has to be manually rescaled, cropped, edited, etc. and I’ve found it impossible to get the registration exactly right. Is there a way to save the same sized and proportioned image file as used by the UV editor with this script?
Am I missing something? Is there a script that actually works I haven’t tried? Argh, somebody please help because this is driving me nutz!