I am projecting a texture onto several flat objects forming a wall, using a camera projection. The texture was painted in photoshop and is projected from a 3D camera in Maya 2014, however I need to bake the texture out so that I can take it into a 3D paint package and "finish" painting the sides, without need for a projection anymore. This would involve baking the projection out and taking the baked textures into Mudbox, for example, to paint the sides, where the projection has stretched.
I created UV's for all faces in the geometry so that I could easily paint. All faces have UV's, so they should bake out textures based on these UV's. I assigned a VRay baking options node and baked out the projection. The resulting textures, however, do not map properly and are off. What am I doing wrong? I seem to have set up everything.
Above is the projected texture, and below the same texture after baking out. It is off as you can see.
Here is the scene , if someone wants to take a look and tell me what I did wrong. It is Maya 2014 and Vray 3.0. I would really appreciate it. The textures for the projection and the baked elements are included in the archive, so that you can test out the shaders and bake settings.
Thank you for any pointers.
Raphael
I created UV's for all faces in the geometry so that I could easily paint. All faces have UV's, so they should bake out textures based on these UV's. I assigned a VRay baking options node and baked out the projection. The resulting textures, however, do not map properly and are off. What am I doing wrong? I seem to have set up everything.
Above is the projected texture, and below the same texture after baking out. It is off as you can see.
Here is the scene , if someone wants to take a look and tell me what I did wrong. It is Maya 2014 and Vray 3.0. I would really appreciate it. The textures for the projection and the baked elements are included in the archive, so that you can test out the shaders and bake settings.
Thank you for any pointers.
Raphael
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