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But if Direct and/or Indirect are selected in the bake panel, then yes, light affects the diffuse bake.
Okay thanks, that's what I thought but I wasn't too sure since I didn't select anything but thought it was just strange that the texture turned out way really dark. Probably means either my texture is too low or maybe my building is too complex I guess. But the wierd part is it looks really good in cycles when rendered so I have no idea what's up with it...
I was trying to use it in UE4 but it still looked pretty dark and crappy. I was attempting to pretty much bake out a nice texture map for my house model. I thought it might be more efficient but it seems I may have to go about assigning the textures manually via the uv map.
And hmm... the color management might be related maybe. I do have Filmic installed but I didn't switch it over and thought it would be fine on the defaults. That's a good point.. I am gonna go look.
Yeah, I definitely wanna get SP soon, just not in my budget right now, not sure if the demo in my account is active anymore either. I think I may have used it, i dont recall but its definitely on my get list for sure. I have Armor Paint that can create PBR Mats that I can export to UE4 that has a similar node-based system like blender but its in Alpha and i havent really figured out how to use it very well. I definitely wanna get 3d coat as well. Tried a demo of it once before and found it was fantastic to use but I'm mostly trying to stick to using Blender for Modeling/Sculpting.
I don't think i had them selected, I left the defaults.
The texture is 2048 and so are the original. I wonder if making a better uv map might help? I just did the standard smart uv unwrap because I wanted to test it out to see if there'd be any difference. I'll try setting color selected to see what happens.
https://i.imgur.com/sqTVuqv.png
Ahhh oops, guess I had it backwards and tutorial never said anything about that but its a bit older. Thanks!
Hell yeah!! Just tried it out, that fixed it! Thanks so much!! :D
The textures are bright now as I was seeking so that's the most important part!
The roof, wood, and siding textures turned out slightly different but I think I can probably fix that maybe with improved uv maps and a higher sample would fix it or worst case scenario i'll just use plain colors, still doesnt look too bad either way, and is the step in the direction that I needed, I appreciate the help!