3d:shading

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3d:shading [2026/03/02 16:12] – [Step 1 – Apply All Modifiers] mh3d:shading [2026/03/02 16:12] (current) mh
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-==== 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 objects 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** 
- 
-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: 
- 
-Add **Image Texture node** 
- 
-Click ''New'' 
- 
-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. 
-</WRAP> 
- 
- 
-==== 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. 
- 
-Repeat the process for Normal Map: 
-  * Create new Image Texture → “Object_Baked_Normal” 
-  * Select that node 
-  * Bake Type → Normal 
-  * Space → Tangent 
-  * ''Bake'' 
- 
-Repeat the process for Roughness (if needed) 
-  * Bake Type → Roughness 
- 
- 
-==== 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 Rotation/Scale**. In most cases don't apply location if your object is not an independent asset placed at world origin. 
- 
-GLTF likes clean scale = 1, rotation = 0. 
- 
-Game engines prefer clean transforms. 
- 
-Also ''Shift + N'' → Recalculate Normals. 
- 
-Game engines like clean normals. 
- 
- 
-==== Correct Modifier / Boolean Order ==== 
- 
-//For example when a window is applying a difference boolean on a wall for easy placement// 
- 
-Recommended Order: 
-  * Finish modeling 
-  * Apply Boolean on wall (for window cutout) 
-  * Clean topology 
-  * Apply bevel 
-  * Join bricks (if needed) 
-  * UV unwrap 
-  * Bake 
-  * Apply transforms 
-  * Export 
 ===== Resource sites ===== ===== Resource sites =====
  
  • 3d/shading.1772464326.txt.gz
  • Last modified: 2026/03/02 16:12
  • by mh