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Old 22-07-21, 02:51   #11
BengRaider
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Quote:
Originally Posted by LoreRaider View Post
Then another thing you can try is setting "Margin" field to 1 when you make the "Lightmap pack"
thank you it got a little better
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Old 22-07-21, 10:38   #12
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Now you probably have to use smaller textures because every polygon in this mesh needs to fit in a 256px texture page, that's why the textures are really low quality
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Old 22-07-21, 13:38   #13
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Now you probably have to use smaller textures because every polygon in this mesh needs to fit in a 256px texture page, that's why the textures are really low quality
is this texture bad?

Last edited by BengRaider; 22-07-21 at 13:40.
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Old 22-07-21, 14:56   #14
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Hmm no it's 256px so it should be fine
Actually it might be even too low quality but I guess it's fine for TRLE
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Old 22-07-21, 15:29   #15
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Originally Posted by BengRaider View Post
yes The magenta is not going to work in baked textures, it just messes things up.
The grey background is liable to bleed into the baked textures (as it did in your early bakes) - you could try to bucket-fill it with a flesh tone, but it would definitely be best to use one of the original Legend face textures. I remember some outfits did have a face texture with flesh-colored background. One of those would be ideal.

UV mapping is flexible! It adapts to the size of your texture automatically, so resizing textures at any point during the work process is no problem.
That means you don't have to bake directly to a 256 x 256 texture, you can safely use 1024 x 1024 for a good result (and in that case you can also use a bigger source image too, the higher the quality the better), save the baked texture and resize it Photoshop / Gimp / Krita etc, but leave Blender open in the background, and then switch the big texture out with the resized version before exporting the model.
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Old 23-07-21, 04:19   #16
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yes The magenta is not going to work in baked textures, it just messes things up.
.
thank you, everything looks almost as it should be!!
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Old 23-07-21, 04:40   #17
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I was happy early
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Old 23-07-21, 14:52   #18
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Try increasing the Margin value in the Bake menu. See the screenshot in LoreRaider's post, the Margin field is at the bottom. Try increasing the value to the point where there is no black backround visible in your baked texture.

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I had a similar problem once, so I tried adding a little extrusion value instead of 0 before baking the mesh
Hopefully it's the same issue
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Old 27-08-21, 04:29   #19
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now I have another question, how can I insert the .rec file to another texture page in the texture Add program?
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Old 27-08-21, 10:13   #20
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I think you can't, just use a new wad for each bake and then merge in WadMerger/WadTool
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