I am working with Blender now for about two years - mainly modeling - and try now to wrap my head around materials/textures.
There is one aspect that drives me crazy, though, and I can not find any tutorial that tackles the issue, nor did I find any forum entries regarding it, so I really hope somebody here can solve that riddle for me, - otherwise I am getting nowhere.
The issue is the following:
I set up a material (in this example kinda brass), define an extended material node for it (diffuse and specularity mixed to the output), put out a model (monkey to test), set up a three point light setting with point lights and a camera;
if I look at the object in the 3D view with the shading in the view port switched to GLSL it looks exactly like in the material preview, and if I render it from camera view I get the ‘same’ good results; - (see attachment screen #1)
But then (after making a UV unwrap of the model) when I bake the texture for the object (and look at it with shading set to Multitexture) the texture is totaly ‘dull’ - very different to the material in the preview and it looks totaly not what the preview indicates. (see screen #2)
What did I miss here?
How do I get the render quality of the material onto the texture I bake out for further use?
Advice would be really really appreciated;