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| 3d:shading [2026/02/26 16:01] – [Step 4 – Create Bake Target Texture] mh | 3d: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). | ||
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| - | ==== Step 2 – Join Into One Object ==== | ||
| - | |||
| - | Select all objects. | ||
| - | |||
| - | **Select one last as active** (it becomes the base object) | ||
| - | |||
| - | → '' | ||
| - | |||
| - | Now you have one mesh containing all objects. | ||
| - | |||
| - | Important: | ||
| - | Check for duplicate vertices if objects were touching: | ||
| - | Go to **Edit Mode** → '' | ||
| - | |||
| - | This cleans overlapping vertices. | ||
| - | |||
| - | ==== Step 3 – UV Unwrap Properly ==== | ||
| - | |||
| - | Now that it's one object: | ||
| - | |||
| - | Go to Edit Mode | ||
| - | |||
| - | '' | ||
| - | |||
| - | '' | ||
| - | |||
| - | Adapt projection method if needed for geometry. | ||
| - | |||
| - | 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: | ||
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| - | Add **Image Texture node** | ||
| - | |||
| - | Click '' | ||
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| - | Choose resolution (512 - 2048 or 4096) | ||
| - | |||
| - | Name it “Object_Baked_BaseColor” | ||
| - | |||
| - | <WRAP round important 30%> | ||
| - | **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. | ||
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| - | Bake Normal Map | ||
| - | |||
| - | Create new Image Texture → “Stone_Baked_Normal” | ||
| - | |||
| - | Select that node | ||
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| - | Bake Type → Normal | ||
| - | |||
| - | Space → Tangent | ||
| - | |||
| - | Bake | ||
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| - | Save image. | ||
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| - | 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 ===== | ||