Morne Not really, I did have friends make me custom max scripts over the years to help automate some of the workflow which I think I had posted on my blog. Having all the scene materials organized and named well helps, then I combine all geometry in the entire scene, explode it by material, and unwrap and back the UV. Or if the entire scene is a grey material then I'll start separating parts, keeping larger surfaces to have their own UV. Then bake the complete map. For reflective objects I had another script that helped me re-break up objects and retain the main name of the object (metal, metal01, metal02, etc). I think the most recent project I did this was for a study of two options of entry stairs. Someone also made me a Unity script to assign objects to flip between. So I'd bake out two options and be able to flip between them pressing a button on the keyboard. But yeah. Lots of prep work although if you have the render power you do get to sit back and let it render...
I've stopped messing with VR until Oculus Quest is released - although not sure how many 4k textures I can pack into a scene being loaded onto mobile hardware.
I've stopped messing with VR until Oculus Quest is released - although not sure how many 4k textures I can pack into a scene being loaded onto mobile hardware.
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