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[Blender, Crash 2/3] Baking texture + vertex colours w/ seperate UV maps, alpha
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3D Modelling 
Hey all. It's been a while, but I decided to take up a project again after abandoning the others I had planned.

I ripped a model of Crash Bandicoot riding his motorcycle from Crash Bandicoot 3, using chekwob's CrashEdit program to extract the files and warenhuis' Crash-Bandicoot-2-Modelexport tool to export the model to a .PLY file and the textures to a .TGA file. I converted the texture to a .PNG to optimise file size.
Then I imported it into Blender, linked the exported texture to the UV map, separated the model's transparent and opaque sections into different materials and applied appropriate settings for both.
(I also multiplied the size of the texture by 10 because I couldn't disable texture filtering in the Blender scene without breaking the transparency of textured polygons with vertex colours on them.)
[Image: lCzxNTx.png]
I'm left with a great looking model, but I unfortunately I don't know how to proceed from here.
Firstly, I want to figure out the source of the unusual black squares on the model and fix that issue (notice the black spot near the end of the front wheel fender and the sides of the fork.)
Then I want to find a way to bake the Vertex Colour and UV Map channels simultaneously into one texture, if possible.

If anyone thinks they can help me with either issue, let me know. I'm happy to upload the Blender scene and additional assets if they're found necessary.
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Thanked by: Raccoon Sam, Filler


Messages In This Thread
[Blender, Crash 2/3] Baking texture + vertex colours w/ seperate UV maps, alpha - by Friedslick6 - 09-19-2016, 01:04 AM

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