1. Select your sBody and hide unselected (or not like you want, with all parts we see all shadow!) First put a totally white material to the sBody .

you can add to the scene a grey square plane. This will remove light coming from the bottom for more realistic lighting.
2. Put a skylight above the sbody
3. - Enable Light Tracer "rendering/Advanced Lighting/Ligth Tracer..." if required.
- Select your sBody
- choose "Rendering/Render To Texture/"
- Set padding to 8 (default 2) This will make the prelight jut out from wireframe like here:


- "add" /CompleteMap, select the way where save the file sBodyCompleteMap.tga, and Target Map Slot = Diffuse Color.
CompleteMap

Target Map Slot : Diffuse Color

-
Select size (2048 is better but for test choose 256

)
5. Render

-
Don't save what you get in the "rendered frame window" it's different of the rendered file in the step 3 :
U must use the file sBodyCompleteMap.tga ....
6. Do the dds file in dxt1 and it's done

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1. Sélectionner le sBody et cacher les parties non sélectionnées (ou pas avec toutes les partie on voit toutes les ombres).
Quote:
Perso, je laisse le reste de la voiture (dBody, roues et gBody) visibles pour avoir les ombres portées de ces dernières parties (genre rétros, poignées...)...

Vous pouvez ajouter un plan gris en dessous pour éviter d'avoir les ombres qui viennent d'en dessous c'est plus réaliste.
2. posez un skylight au dessus du sbody
3. - Activer le Light Tracer "rendering/Advanced Lighting/Ligth Tracer..." si nécessaire.
- Sélectionner le sBody
- choisir "Rendering/Render To Texture/"
- padding 8 (defaut 2) pour que le prelight dépasse du wireframe comme cela :


- "add" /CompleteMap, choisir le chemin ou enregistrer le sBodyCompleteMap.tga, et Target Map Slot = Diffuse Color.
CompleteMap

Target Map Slot : Diffuse Color

-
Sélectionner la taille de la texture : size (2048 c'est mieux mais pour tester choisir 256

)
5. Render

-
Ne pas sauver l'image obtenue dans la fenetre de rendu elle est différente de celle enregistrée, utiliser le fichier sBodyCompleteMap.tga
6. Faire le dds file en dxt1 et voila

bibigallaz wrote:
First put a totally white material to the sBody (Ambiant-Diffuse-specular = rgb(255,255,255))
Create a skylight wherever you want with those settings :

Then I add to the scene a grey square plane (width=height=20 position : x=0 y=0 z=-5) This will remove light coming from the bottom for more realistic lighting.

then select the "sBody" mesh.
Menu rendering -> Render to texture This will open a window with lots of settings...
Here are the settings I use for this:

1 - Set padding to 8 (default 2) This will make the prelight jut out from wireframe like here:


2 - press add->Complete map
3 - Select where to save your image of prelight: use TGA format (other formats seem not support padding) Don't save what you get in the "rendered frame window" it's different of the rendered file in the step 3 :
U must use the file sBodyCompleteMap.tga ....
4 - Select the right size !

5 - We don't really need the baked material so check this !
Render and have a beer ! (It takes several minutes to calculate... about 15 min on my core 2 duo 6600. So maybe have a try with a 256x256 texture first)
Open your image in photoshop or gimp... TGA format is interesting because of the alpha layer. See example of what you can get from this with this psd file :
http://www.mediafire.com/file/jt1yq23jjmi/HDSnowCar-DiffusePSD.zip