Blender: Baking texture's like 3DS Max?


Owner of ZPW.
Don't know if anyone has asked this question before, but in Blender, can you bake texture's (ex: created texture's) in a similar fashion to what 3DS Max does? Reason I ask is because my current model I'm working on, I want the texture's I already applied each part of the model to be baked, and have the shadow effect.
That was baking texture's IN 3DS Max. I don't think you know what I mean. Like how you can bake them in 3DS max, is there a way to bake texture's so there is shadows?
Yes, you can bake textures in Blender. There may be differences in the procedure because of the different way in which Blender and 3DS max treat materials and textures.

For more information, there are a number of videos on Youtube which provide tutorials on use of texture baking. Do a search on YouTube using the parameters "Blender texture baking tutorial".

Hmm, I don't know if it works exactly the same as in 3DSmax, but blender can bake textures in various flavors. The shadow effect you mention for instance are in fact fake shadows on edges and parts not in direct ambient light. This is called ambient occlusion, and yes that's one of the flavors for baking in blender. Other options are full render, texture(the one you want), displacement, normal, and then some baking. It seems the only thing blender can't do is bake a pie. :hehe:

Greetings from nighttime Amsterdam,

Baking shadows; i.e. ambient occlusion, is indeed included in Blender, using the Render Editor. However, there are certain modeling limitations in order to create the 'shadows' properly. Since 'ambient occlusion' in Blender will put a shadow on ANY surface included in the process, objects must be baked in a per face, or per view basis, and modeled without overlapping faces. Thus, even the back of objects must be deleted from the model, as the front, 'showing' face, will cast a shadow on the back face, distorting the effect greatly.
In a recent project I had to accurately model a large louvered panel for a building, the panel was modeled in Blender as a 3D structure and 'ambient occlusion' was baked on. I then exported an 'image' of the item, 'painted' it in PSP, then applied the 2D image to the building as a 3D louver. The affect was quite satisfactory.