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how do i make use of the baked textures in 3ds max5?

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when i bake a texture, how do i map it onto my model? when i use the baked bitmap into my 3d engine(the revolution engine im using) the coordinates are all out of whack. how do i go about mapping the baked bitmap onto my model in 3ds max 5?

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no,
not uvw mapping,
after you bake the lights into the exterior of your model,
you end up with a seperate bit map, and all the parts are spread out,

how do i remap the resulting bitmap back onto the model?
there has to be a quick solution.

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Guest Anonymous Poster
Why not post the baked texture and maybe a screenshot of the problem ?

Thing is, you need to UVmap your model in order to have a baked texture that can be be applied on that model again. If you have that, there should be no problem, assuming you know how to assign a bitmap to a material in max and/or the game engine.

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By default, baking in max 5 adds another set of UV coordinates to your model. So either you need to bake directly onto the primary UV layer, or you can alter your model loading code to use the extra set of UV's.

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In 3ds max 5, ill bake my texture onto my model and save out a *.uvw file from the "automaticalyflattenUVWs" modifier that the render to texture feature spawns.
Then ill load the bakedshelltexture into the spot in the material editor where the original texture was and set it on the model along with a "flattenUVWs" modifier. Then in the "flattenUVWs" modifier, I'll load my saved out *.uvw file to realign the uwvs to the bakedshelltexture, but theres a small margin of error at the seems/edges uvw coordinates, and the background color of the bakedshelltexture comes bleeding through at the edges of the flattened out uvw coordinates , making my model look like an old teddy bear with backgroundcolor(stuffing persay) buldging out at the seams.
And its realy evident when i load my character into my 3d engine im using. How do I correct this?

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Guest Anonymous Poster
ok i got it,

heres the link to the page that explains the solution everyone

http://www.planetunreal.com/fordy/gradientssmeshtutorials/9.html

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Quote:
a small margin of error at the seems/edges uvw coordinates

That's normal, you need to fix that in Photoshop (or whatever you use) by expanding the baked areas by a few pixels in the bitmap.
A skin/texture should be always 2-4 pixels wider than it's UV, since that bleeding is pretty common in games.

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