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Okay, so I was watching Andrew Price's tutorial for cycles baking (Found Here)
And I was wanting to do that with the floorboard addon (More on that Here)
And the addon creates a uv layout for wood textures, but it's random for realistic rendering. Anyways, I want to bake the material, but I don't know how to do that with an object that already has a uv layout.

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  • $\begingroup$ You want to bake to a new UV map or use the existing one? $\endgroup$ – gandalf3 Nov 3 '14 at 21:15
  • $\begingroup$ whichever will let me keep the original look that it already has. I just want to bake the texture, not change the way the wood looks when its rendered $\endgroup$ – DragonHeart Nov 3 '14 at 21:17
  • $\begingroup$ As long as you bake to a new image, and the existing UV map has no overlapping geometry, it should be essentially the same. Related: blender.stackexchange.com/q/15510/599 $\endgroup$ – gandalf3 Nov 3 '14 at 21:18
  • $\begingroup$ so the uv layout is mostly outside of the image, using a lot of tiling for the wood effect. But with the cycles baking, it needs to all be in the one image $\endgroup$ – DragonHeart Nov 3 '14 at 21:20
  • $\begingroup$ This should work for you then, but bake combined instead of just emit. $\endgroup$ – gandalf3 Nov 3 '14 at 21:22
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See my answer here:

A screenshot just to show how things are initially:

enter image description here

  1. Create a new UV map in Properties > Object data, then with it selected, edit or re-unwrap to make the second UV map layed out how you want it:

In your case, Lightmap pack or Smart UV unwrap will probably do fine for the unwrap method.

enter image description here

  1. Create a new image to bake to by pressing ⎇ AltN in the image editor, or by pressing new in header > Image:

    enter image description here

  2. Add a texture node to your material(s), set to the image you want to bake to.

Here set the bake type as combined, then select the texture node and press bake:

enter image description here

After it's baked, remember to save the image. F3 to save it to disk, or header > image > Pack as PNG to pack it into the .blend as a png.

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