I’m trying to bake some textures for my game using radiosity. From what I’ve understood, it’s not that simple. All the tutorials I’ve found uses a script that save vertex paint into uv texture. But this script, “Texture baker”, is not in blender anymore.
Is there a new method to copy vertex paint into uv texture?
Thanks. I’ve never really used ambient occlusion before so I need to work on it. But it only produces B&W textures, no? Because I want to produce a backgroung for my game with walls of different colors, and use radiosity to see the “colored shadows” produced by the walls. With ambient occlusion, I don’t think it is possible.
Wao, it’s a bit overcomplicated for me. And since I want to render the walls of some rooms, I don’t think ambient occlusion is the good “lightning” method.
I think I’ll rather stick woth radiosity, keeping my original mesh in another layer, and adding the result as a new mesh. Since there is not much shadows, the mesh are not subdivided too much.
Thank’s anyway for your anwer. I’ll investigate your method when I have some time.