From the course: 3ds Max: Tips, Tricks and Techniques

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Advanced baking with bake to texture

Advanced baking with bake to texture - 3ds Max Tutorial

From the course: 3ds Max: Tips, Tricks and Techniques

Advanced baking with bake to texture

- [Instructor] Carrying on from the exercise last week, I want to explore bake to texture workflows in a little bit more depth, specifically there's a workflow in which we can create a duplicate material with baked maps instead of the original complex shading network. And that's accomplished through a material called shell. Bake to texture has the ability to create that shell material automatically, and we can set targets for all the maps so that they land in the correct map channels. Let's take a look at what we're dealing with. I'll open up the material editor. This body local material is assigned to the Athena sculpture head, and it's got three maps. It's got a base color, which is connected to the base color and the sub surface scattering color. There's a glossiness and bump map, and each one of these is a special case. The base color has a base color weight of 0.7. That means if I rendered out the diffuse albedo, the…

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