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September 30, 2009
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:iconpfunked:
Testing out Blender's baking features.

In Blender, "Baking" is a way to pre-render some part of a scene, so that future renders are faster. You can also bake features from one object onto another.

In this case I'm using it to create a good-looking low poly object from a high poly object.

1. This is the low poly quarterstaff before applying Texture or Normals baking. 118 polys.
2. This is the high poly quarterstaff for comparison. 752 polys.
3. This is the low poly one with the texture and normals from the high-poly one baked in.
4. This is the high poly object. I use simple procedural texturing.

Staff #3 would be the one used during gameplay, and #4 might be used in a still render or a cutscene.

Click the Download link for the blender file containing staffs 3 and 4.
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:iconceninan:
Love the rough wood parts! Really looks as if they were done with an axe and/or a knife.

And I agree with qubodup, great comparision :).
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:iconpfunked:
Thanks! That's the exact look I was going for with the wood, and I'm surprised it came out well. The technique in Blender to make that is incredibly simple (Fractal then Decimate).
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:iconceninan:
Nice - I'll keep it in mind if I ever get around to some blendering!
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:iconqubodup:
Looks great! And the comparison is a great example for what baking can produce.
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:iconpfunked:
Thanks! Yes the baking is incredible. 3D games that don't use normal maps are missing out.
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