Thanks, that’s sort of what I was thinking about, well it is really! Glad someone gave it a go.
Global illumination is very simple to do, nothing a Google can not muster up a tutorial or 10 on. The surface bake is also simple, the render is applied to the UV maps as a bitmap, creating the texture, like in the link.
Microwave plug-in interests me not so much for cars but for track side buildings and so on.
It allows a high count poly mesh to be rendered onto a low count poly mesh with similar shape and proportions. The good thing is you get the detailed mesh look on a simple polygon model.
Example a 500 000 polygon mesh can be convincingly reduced to 2800 polygons! That’s darn good!
HI, I am new so forgive me if this has been posted already.
I am interested to know if there is a way to import the vehicle meshes into Lightwave 3D complete with uv map.
I want to try creating a texture for the vehicle but render it using surface baking. This enables the full power of the inbuilt render engine of the program to create the surface of the car, along with bitmap images for details. Procedural textures can be used, and real world surface accurately simulated. I plan to use global illumination (sky Dome) to light the object and then bake the final look to a texture map. This Will give a nice rendered CGI look to in game graphics.
I am sure this is possible in MAX but I don’t own that. Any one tried this?