3d:shading

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3d:shading [2026/02/26 15:55] – [Step 2 – Join Into One Object] mh3d:shading [2026/03/02 16:12] (current) mh
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 ===== Baking Textures ===== ===== Baking Textures =====
  
-==== Step 1 – Apply All Modifiers ====+For baking textures visit : **[[export-runtime|Exporting for Real-Time Engines]]**.
  
-Select all objects. **F3 → “Convert to Mesh”** 
  
-OR 
  
-Object Mode → Object → Convert → Mesh 
- 
-This applies all modifiers (including bevel) destructively. 
- 
-If you prefer manual control: 
-Select one → Modifier tab → Apply 
-Repeat for all (less efficient). 
- 
-==== Step 2 – Join Into One Object ==== 
- 
-Select all objects. 
-**Select one last as active** (it becomes the base object)  
-→ ''Ctrl + J'' 
- 
-Now you have one mesh containing all objects. 
- 
-Important: 
-Check for duplicate vertices if stones were touching: 
-Go to **Edit Mode** → ''A'' → ''M'' → **By Distance** 
- 
-This cleans overlapping vertices. 
- 
-==== Step 3 – UV Unwrap Properly ==== 
- 
-Now that it's one object: 
- 
-Go to Edit Mode 
- 
-A to select all faces 
- 
-U → Smart UV Project 
- 
-For stone walls, Smart UV works well. 
- 
-Adjust angle limit if needed. 
- 
-Open UV Editor and confirm: 
-• No overlapping islands 
-• Good space usage 
- 
-If you want optimal packing: 
-UV → Pack Islands 
- 
-==== Step 4 – Create Bake Target Texture ==== 
- 
-Switch to Cycles (baking only works in Cycles). 
- 
-In Shader Editor: 
- 
-Add Image Texture node 
- 
-Click New 
- 
-Choose resolution (2048 or 4096 for walls) 
- 
-Name it “Stone_Baked_BaseColor” 
- 
-IMPORTANT: 
-Leave this Image Texture node selected (highlighted). 
-This tells Blender where to bake. 
- 
-==== Step 5 – Bake Maps ==== 
-Bake Base Color (Albedo) 
- 
-Render → Cycles 
-Bake Type: Diffuse 
-Disable: 
-• Direct 
-• Indirect 
-Leave only Color checked 
- 
-Press Bake. 
- 
-Save the image afterward in Image Editor. 
- 
-Bake Normal Map 
- 
-Create new Image Texture → “Stone_Baked_Normal” 
- 
-Select that node 
- 
-Bake Type → Normal 
- 
-Space → Tangent 
- 
-Bake 
- 
-Save image. 
- 
-Bake Roughness (if needed) 
- 
-Bake Type → Roughness 
-Repeat process with new image. 
- 
-==== Step 6 – Create a New Game-Ready Material ==== 
- 
-Now create a clean Principled BSDF: 
- 
-• Plug BaseColor texture into Base Color 
-• Plug Normal texture → Normal Map node → Principled Normal 
-• Plug Roughness texture into Roughness 
- 
-Remove all procedural nodes. 
- 
-You now have a lightweight material that works in any engine. 
- 
-==== Step 7 – (Optional but Recommended) Apply Transforms ==== 
- 
-Object Mode: 
-Ctrl + A → Apply All Transforms 
- 
-Game engines prefer clean transforms. 
 ===== Resource sites ===== ===== Resource sites =====
  
  • 3d/shading.1772117742.txt.gz
  • Last modified: 2026/02/26 15:55
  • by mh