This video begins the demonstration of the Texture Baking process in 3D Coat. Explaining in general terms, how the process typically works, including Sequential Texture Baking
does it matter that some faces in the uv island are larger and smaller than ideal? how much red and blue do you need on an island before it is considered undesirable?
I still don't understand this whole baking thing. When I was making 3D objects, I'd just UV an object, save that out and paint above it as a layer in a 2D program, then I'd import that new texture image back into the program before final touches up in the 2D program to make it fit and hide seams etc, and voila. I looked around to see if I could find something to explain what baking means and everywhere uses jargon and terms that somehow became a standard from somewhere I wasn't associated with, so I still don't understand it. What is it and why is it used? Why is the method I always did things no longer used because 'baking'? I thought they were simple questions but I can't find simple answers to them. I get pointed at documents by people and they immediately start drowning me in more jargon. They really don't help.
ok so from what ive learned about baking so far.. at least baking normals. it allows you to make a really detailed model with little things like screws screens, curves what ever. you can then bake it onto a lower poly version and then it will apply all those different details into a normal map, this way you dont have to paint them out by hand. now if you are starting from 3d coat or z brush retopology is usualy the better option because you have a different workflow but its effectively the same proccess you are just making a low poly. how it does it? idk... should i have of watched the video first? probably lol