I started getting lost on this one around the texture painting. Ended up not switching to vertex paint at some point became frustrated because it seems that wouldn't of happened if this was all in cycles? The vertex paint not being a bake option is basically what threw me off. So my question is, when making the first paint layer for each mesh while still using TextureAtlas, what would be the method if you were in cycles? Texture paint each mesh the same way and then...
Hi John,
It can certainly be confusing switching between render engines. But given that Blender is constantly a work-in-progress, as Blender users we need to adapt to the changing software. The workflow in this section of the course is an example of that. Definitely not ideal to switch between engines for certain features, but it's just part of it.
I personally don't use Cycles for texture painting since I'm more comfortable with Blender Internal's method. This course is an example of that. Since it wasn't broke, I haven't "fixed it" with Cycles.
Why do you want to do it with Cycles? To avoid having to switch engines?
Well in this instance I had colored all the pieces of my helmet and didn't switch to vertex paint or vice versa and when i went to bake, like you said that option wasn't there. So was mainly that I had colored all my pieces already. But as a whole, I feel like in the learning process sticking with Cycles only is more manageable. Blender Render and Cycles aren't drastically different but in a way it feels like learning two software's at once, when you can ultimately learn the ins and outs of one rather than both. Either way I'll finish this with Blender Render since it works. Thank you for responding Kent!