Achieve outline effect in texture I want a texture to have the outlines of the mesh (not using the "Export Layout" feature in the UV editor). The outlines must be in the texture only (maintaining the the Original mesh).



In the picture above I duplicated the model and applied the "Wireframe" modifier to the duplicate. Now I'm trying to bake the "Shadows" of the Wireframe mesh into the original's texture, but I couldn't make it work (I'm very new to blender).

How can I achieve this (using this or any other method)?

P.S. I'm aware of the "Freestyle" feature, but it can't be baked into the texture (to my knowledge).
The basic idea for generating outline effect comes from Cycles Wireframe Shader from agus at BlendSwap.

General Step:


Create a UV layer (which is used for generating "procedural" wires), then unwrap the mesh by the "Reset" method in U menu.
Create another UV layer (used for baking), which should contain the expected UV.
Create an Image Texture node and keep it disconnected to any socket. then bake Diffuse color onto the target image.






NOTE: Before baking, make sure the target UV layer is activated.

More guidelines about baking.



EDIT:

There should be more than one way to do so. Another way is to use Texture Paint mode to paint it manually: Select all Faces then hit I twice to Inset individual faces, then invert selection for masking in paint mode. It does work, but you can hardly get smooth result in this way.

A third way is using Export UV Layout. Though you've mentioned that "Export UV Layout" should not be an option here, I still recommend you to try Paul Gonet's solution again. Just plus one more tip —— use Dilate/Erode node to get proper outline width. Then you can use File Output node to output the outlined texture while rendering again. Finally you can reuse it back to the model.