Success grin grin grin

In UV/Image Editor window (with UV Face Select Mode and CBabe all selected in 3D View window ) I go to Uvs->Scripts->Save Uv Face Layout Then I save CBabe’s Tex-Vertex Map as an TGA image file (that Blender marks as …_mesh.tga) When I open that TGA in UV/Image Editor Blender treats it as a UV Map and all I have to do is click on Bake->Full Render and… MAGIC! My CBabe model has shadows - Baking Done! Hura! grin

I don’t know if this is the best way of doing it (and if it’s really that good because I am posting this moments from doing it in Blender) but I hope when I try more complex model the result will be satisfactory…

smile Thanx to everyone who helped me…


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>>>>>>> by Pavle Nikolic <<<<<<<