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.
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.