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It refers to rendering out information from one model to another, usually to the second model's UV map as if it were a texture.
In games, it most commonly refers to the act of baking surface normals (normal maps) or ambiently occluded lighting (ambient occlusion or AO maps) from a highly detailed model onto something that's low poly enough to be used in a game engine (although it extends to any kind of map).
Thus giving the low poly mesh the appearance of being as detailed as the high poly mesh is, when really it's all faked through textures.
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