Baking a Diffuse Map without having the original Mesh - enimaroah/SB3Utility GitHub Wiki

The destination game here is KK, but the principle is universal.

  1. Export the destination mesh and import it in Maya.

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  1. Without having the original mesh, we make a copy of our destination. Prepare the mesh for UV editing by dropping the skin and welding the mesh. This allows to sew UVs easily later on.

  2. Duplicate the material in Hypershade and assign it to the copied mesh. Open the Connection Editor to assign the source texture's outColor to this new material's color. Set the original texture's outTransparency to both material's transparency.

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  1. Use the UV Toolkit to its fullest to show the texture on the duplicated mesh. In this example the orignal shells are gone and have been sewn to a single shell. Proportions are nearly original. Therefore, the UVs leave the unit square, but the original texture's transparency covers that anyway.

  2. Switch to the "Rendering" menu, and open Lighting/Shading -> Transfer Maps...
    Note the small trick for the Alpha map to use the identical path of the Diffuse color map!

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