Very cool plug-in for 3DS MAX. Would be handy for level designers.
http://www.texturebaking.com/features-benefits/
I am wondering if anyone could code something like that for Blender? (we could do community donations to speed things up)
Very cool plug-in for 3DS MAX. Would be handy for level designers.
http://www.texturebaking.com/features-benefits/
I am wondering if anyone could code something like that for Blender? (we could do community donations to speed things up)
Already there for ages:
http://www.blender.org/development/release-logs/blender-243/render-baking/
http://wiki.blender.org/index.php/Doc:Manual/Render/Bake
http://www.blender.org/development/release-logs/blender-234/uv-unwrapping/
sorry to put you down but how can you not know about UV’s and texture baking… but know of the add-ons in prefs…:spin:
blender has a “smart project” UV option which seems very similar to the link you provided.
so yeah as the above post mentioned we’ve had these this for a long long time.
Blender can’t do this.
This is baking multiple separate objects to one UV map.
I believe currently you can only bake multiple separate meshes if they are one joint, and UV unwrapped object.
IMHO not needed anyway especialy not for lowpoly stuff.
for example:
Join /merge the meshes to one single one and bake
…after the bake you can simply delete the joint/merged mesh, since what you realy need is the finished map witch you can now apply to any material/object as there are.
*edit: the only drawback is the polycount what blender / and your hardware setup can handle… then again by lowpoly stuff the polycount should’t be that big…
I’m sure this was done in 2.49…
where multiple objects could be unwrapped together… can’t remember at the mo… it’s late, but think you could call it from the scripts menu… from there you could bake the selection into a single map by selecting objects in object mode and hitting “bake selection”
EDIT: IIRC it was a modified script that someone posted that allowed the batch unwrap…
Come on guys, seriously?
I know about tools Blender has as I use Blender almost every day.
Obviously Blender’s tools, while good, are not up to the task. Sure, I can deal with UV maps all day long. However if I need to do it quick, I can’t.
That tool I linked, seems to do exactly that - save time without sacrificing quality. But what do I know.
That’s one method of doing it, however that method can be clunky and unintuitive when frequent changes in the objects are needed.
If a workaround or long way of doing things can be eliminated with a feature that can do it much faster why shouldn’t one ask for the shorter way to be implemented?
http://blenderartists.org/forum/showthread.php?p=1694352
v 0.56 -> found in this post here(#24)
confused about the issue here
How to code it apparently…
:…( Boooooh! Me neither!.. :…(
Personally I´d find that a great feature, I´ll keep my eye on the “Lightmapper plugin” =)
In blender 2.49 it was “Consolidate into one image” (that creates one only image that contains all the images and UVs in an object. So first step would be join all the objects you want use the only huge image) but in Blender 2.5 I can’t find it (perhaps not ported yet?).
i am also interested in this topic, since it affect my work vey much. I know myself all those scripts and tools in Blender, but none of them does actually what this Flatiron can - it creates automatically seams and packs them all in a very nice way. LSCM, manual unwrapping and baking we can do with any software since years, but this we can’t do at moment mass scenes and productions None of explanation above focused at this fundamental problem.
If you see any new to it, please keep the topic alive and post it here
thank you!
Seriously, sounds like no one read the products page.
“Flatiron is a unique render-to-texture plug-in which is capable of baking full scenes or selections of objects into a single UV Map with only few simple clicks.
It is a fast, simple and yet configurable automatic unwrapping and baking solution that greatly speeds up the process of baking complex scenes.”
I highlighted key aspects in bold. Blender doesn’t have that.
Of course, all that is doable manually and is fine when artist has load of free time.
Why do people always find it necessary to add something like that after everyone doesn’t jump on the bandwagon and implement their idea for them.
No one’s stopping you from starting a donation push to get this done up (like you suggested in the first post).
Its not indicated what license covers the script I linked earlier(ps. here’s the projects.blender.org page).
I would however Imagine if someone could get a clarification from the author,
it could server as a great basis to further develop a front end/batch process tool equal
or close to the product linked in the OP out of it.
after all, all the basic tools(UV mapper, texture baker) are already available in blender.
edit: duh, the script includes a gpl block in the beginning, so what’s the issue?