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FSXA Texture Baking for scenery modelling

jtanabodee

Resource contributor
Messages
3,924
Country
thailand
Hi and Happy New Year 2012,

I'm doing texture baking in VTSP to increase detail. Although I'm the beginner in this field.
I'd like to ask something who has more experience than me.
1. After you do texture baking, do you need to normalize to eliminate shading of the game out?
2. Do you bake all the polygon of the scenery or some part of it and let the game shading do the rest?
3. What is the maximum size of texture that FSX image tool support? And if we use bigger size with less texture sheets (less draw calls), what the effect to the frame rate it would be? Better or lower (due to larger texture sheet).
4. I have picture attached. When I make a raytraced render with daylight in 3dmax. I got a jagged edge shadow as showed. How can I eliminate that? I tried to set up more ray sample but it didn't help at all. I try to search in Google and make me more confused. Please advice me how to do.
RenderCauseJaggEdgeShadow.jpg

Thanks for any comments in advance.
Best wish for you,
Tic
 
Last edited:
Oh man!
I tick Render Parameter-> Render Direct Illumination and this problem solved.
In tutorial of 3dmax7, it recommended Reused-direct illumination from Radiosity Solution but it cause jagged edge of shadow in 3dmax2012.
 
I have been making the textures minus the shadows..etc, then in render to texture just rendering an ambient occlusion map then just blending in photoshop, IMO gives a better result.
 
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