Radiosity/Global Illumination question

i have a model that i have successfully generated a
shadow texture map for. i did this using the ‘cylon raider’
tutorial on global illumination / radiosity
also i have a jpg texture mapped to it. both information
shows up correctly integrated in renders and in the game engine.

Is there a way to export(/bake?) the shadow information onto
my 2-d uv-mapped texture file?

am i making sense at all?

my ultimate goal is to have cheat guide for light and dark areas
when i paint skins for various character models
being used inside a game engine.

am i going about this all backwards?
is there a better way?
is there a better tool?

any help you can think of would be greatly appreciated.

it’s funny the one time i break down and register to a forum
for an unanswerable question.
i figure it out a few minutes later.
well i guess i’m back to reasearching on my own
as a theory on how to live one’s life.

i found a page that mentioned a texture baking script
and that seems to work.
i’m still playing with it.

but i might be in a position to just say ‘nevermind’
on this one.

still don’t let that hold you back.

Yea, what you wrote in your first post, is how you would usually do it.
Just bake the a render with a white material and AO to a texture map.

Another method would be, to use Blenders radiosity. This way you can have the shadow information baked to the vertex-colors of the model.
Though i don’t know how well exporters support that. It is useful for the Blender game engine.

You can bake radiosity, but to me that is the archaic way, here is a link to a tutorial on how to do it:

http://www.lowpolycoop.com/forum/viewtopic.php?t=21

Or you can try using BRayBaker to bake in Ambient Occlusion (or radiosity I think) which is what I use.

https://blenderartists.org/forum/viewtopic.php?t=44144&highlight=

I find my answers minutes after I post too, sometimes I post just to acccelerate the effect. :wink:

But keep in mind you asked a fairly complex question.