This task will see you exporting your models into a game engine. You must take account of the file size and file type with regard to the chosen game engine. This criteria will include preparing your models for export such as decisions regarding polygon counts etc.



For this task we were taught how to properly export out our finished models. First we learned a technique called baking. Baking or ‘baking out textures’ flattens out your 3D model into a single UV image and is exported individually by: Diffusion, Shadows, Reflectance, Ambient Occlusion, Emittance, Opacity, and Specular Highlights. The advantages of separating these things is to save time by rendering these things(sort of like a cache in a sense), and if you need to make any future changes to anything you can modify them by themselves.

So instead of baking out our models we decided that since it was our first time doing this we would just bake out a simple cube. On the top we extruded it inwards a bit so it could add a bit of shadows. We textured the cube with the cloud texture and coloured them pink. Then we baked individually, the diffusion, shadows, textures, and ambient occlusion (pictured below). Then we put these files in the proper folders, ready to be imported and opened up into a gaming software.

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Next we learned about passes which uses the nodal compositing system. Which is basically the same as baking only for film or animation.We used an textured oil can that our lecturer Tony designed.  This had a few base colours, and a few textures, like rust, and a logo. Again just like baking we rendered these passes individually, the diffusion, shadows, textures, specular highlights, and ambient occlusion (pictured below). Then we exported them out individually by saving them in the correct folders ready to be imported by another video program.

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 Criteria 4.1