All the updates for Carrara 8 are now available and can be downloaded from this page. 14 July 10
An important update for ArchiTools on Carrara 7 OsX fixes various crashes during building edition. 16 April 10
A new update for ArchiTools adds the possibily to unfold the UV maps when a building is exported to another modeler. 17 January 10
ArchiTools can now create walls with crenels to quickly build castles. Find more information here. ArchiTools 1.3 for Carrara 7 can be downloaded here. 31 October 09
The last ArchiTools update fixes a bug with the wall gable and a problem when saving and reloading windows and doors objects. The update for Carrara 7 can be downloaded here. 24 may 09
6 free Primivol fire primitives are available for download here. These primitives are all animated (on a 4 second time-lapse). 29 march 09
The last Primivol update fixes a bug the animation of the modifiers and has the Taper modifier back. Primivol update for Carrara 7 can be downloaded here. 3 march 09
A major update for Baker: it can now bake real lightmaps using any of the Carrara'rendering engines. Baker update for Carrara 7 can be downloaded here. 17 feb 09
An update for Deeper fixes a problem with the Normal Map renderer and Velout? shaders. 10 February 09
All the plugin updates for Carrara 7 (MacOsX and Windows versions) are available here. 26 January 09
Plugin updates for Carrara 7 Windows are available here. Mac OSX version will follow soon.11 January 09
A few bug fixes for Baker: - normal map are smoothed on their sides. - light maps were not working in the previous update, they're back. - Baking Enhance:C shaders from Digital Carver Guild is now possible. Baker update for Carrara 6 can be downloaded here. 03 January 09
I'm using Baker (very handy tool!) and have some trouble with applying the baked texture back to the model. I have a model I created in the vertex modeler and it is simply a hollow tube. I created it by removing the ends of a Constructed 3D cylinder and then Added Thickness.
I texture it in the texture room using the Checkers preset texture. To make it align properly with the model I apply a cylindrical projection mapping. At this point the texture maps perfectly to the model.
Off to the assembly room where I invoke Baker on just the Diffuse channel, get my checker skin and assign it to a file. Back to the texture room, where I assign a new multichannel shader to the model and load the baked texture into the color channel as a texture map.
Now the texture is distorted on the model, the checkers having wavy edges. I get the same result when I apply this texture in my game engine, which is what I'm really doing, but the problem is easily demonstrated just within Carrara.
Is there something I should do differently or is this a limitation of some kind?
Sorry for this late answer. I didn't see that there were a new post in the forum before today (for some reason, the alert mecanism didn't work).
The process you describe here is the right one, I don't know what is going wrong. Does it diseappear with a higher texture quality ? Otherwise could you send me your file, I'll check it here.
No worries on the late reply. I did eventually figure it out, and I should have posted the solution sooner.
It seems that Carrara often generates a default UV map that extends outside the valid UV map coordinates. A procedural texture applied to the object will work fine, but a texture map will be distorted. The solution was to remap UVs for the object using Carrara's UV edit tools. This is unfortunate, because I find the Carrara UV tools to be rather lacking.
In any case the problem lies with Carrara and not Baker. Once Baker had a proper UV map to work with it performed very well.