Graphics Programs Reference
In-Depth Information
14. Let's go to Gimp and create a new image with 1024 x 1024 pixel resoluion and save
it as bake-building.tga in the tex folder of the project; remember to close the
image before going back to Blender.
15. Let's go back to Blender, acivate the bake UV layer for the building object ( Object
Data tab in the Properies Editor), and load the image that will be used to bake the
lightmap for the building by going to the UV/Image Editor; then go to Image →
Open , browse to the tex folder, select the image bake-building.tga , and click
on the Open buton (top right).
16. Once the image is loaded in the UV/Image Editor viewport, let's go to the 3D View,
select all the faces of the building object, and perform an unwrap ( Mesh → UV
Unwrap... → Unwrap ), remember to set the Island Margin parameter to 0.06
( Tool Shelf sidebar).
17. Now let's take some ime to inspect the resuling UV layout, paying special atenion
to the faces of the layout that are too thin and scaling them up enough to cover
some pixels in the image. Take into account that the proporions of a face in the
layout don't have to be the same as the proporions of the corresponding face in the
3D View. We can just scale the thin faces of the layout in one direcion, X or Y.
18. The only step remaining to get the bake done is going to the Render tab of the
Properies Editor, then to the Bake panel and clicking on the Bake buton (make
sure the Bake Mode is set to Full Render ). This ime, the bake could take a few
seconds more than before, since the image is the biggest one we have used for
baking. Noice that the resuling bake is not only a grayscale image; it now has
some blue spots, which correspond to the bake for the windows material.
19. Let's now save the baked image over the original file on disk ( Image → Save As in
the UV/Image Editor) and switch to Gimp in order to perform a couple of tweaks to
the bake.
We now need to open the baked image in Gimp and then apply the two usual
correcion steps to get a beter bake.
20. First, let's apply the Selecive Gaussian Blur ( Filters → Blur → Selective Gaussian
Blur ) with a Blur radius of 10 and a Max delta of 100 . We must then apply the
curves tool ( Color → Curves ) using the shape shown earlier in this chapter (while
applying color adjustments to the grass, the screenshot showing the seings for
this tool). In the previous bakes, these two steps were enough; this ime, though,
we need to perform an extra correcion, since the curves tool made the blue color
to look very saturated. For this, let's open the Hue-Saturation tool ( Colors → Hue-
Saturation ), set the Saturation value to -30 , and apply the tool. Now the blue
color of the windows looks more natural, which is what we wanted. Save the image
in Gimp and also close it (leave Gimp running).
Back in Blender, we only need to set up the materials for the building to finish this
part of the project.
 
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