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Baking Light Maps for Game Environments in Maya and mental ray
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Released Nov 1, 2012
Gabriel Betancourt

Guest Tutor

Gabriel Betancourt
In this tutorial, you will learn about baking light maps and compositing them for game environments. From this course, you will learn to generate light maps for any project's environment, or bake ambient occlusion into our geometry.

We will learn how to gain more control over the color and quality of our lighting by rendering in passes, compositing them, and making tweaks by hand as we go. Then we will be able to see our lighting in Maya's real-time display, rotate it at 360 degrees and view it at every angle fast and easy.
Introduction and project overview
1

Introduction and project overview

 
00:55
Choosing a sky and creating our sky dome
2

Choosing a sky and creating our sky dome

 
13:28
Breaking down the scene
3

Breaking down the scene

 
11:58
Creating UV layouts and multiple sets
4

Creating UV layouts and multiple sets

 
08:42
Assigning bake sets
5

Assigning bake sets

 
07:10
Ambient occlusion passes
6

Ambient occlusion passes

 
12:37
Direct light and bake shadows
7

Direct light and bake shadows

 
16:13
Baking global illumination using mental ray
8

Baking global illumination using mental ray

 
05:28
Baking final gather with mental ray
9

Baking final gather with mental ray

 
05:56
Baking vertex to geometry
10

Baking vertex to geometry

 
07:20
Compositing light maps using Photoshop
11

Compositing light maps using Photoshop

 
06:58
Displaying real-time lighting
12

Displaying real-time lighting

 
07:44