3d:export-runtime

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3d:export-runtime [2026/03/02 15:58] – created mh3d:export-runtime [2026/03/03 10:33] (current) – [Step 7 – (Optional but Recommended) Apply Transforms] mh
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 ===== Baking Textures ===== ===== Baking Textures =====
 +
 +==== Step 1 – Apply All Modifiers ====
 +
 +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''
 +
 +All objects become one mesh.
 +
 +Clean-up:
 +  * Check for duplicate vertices
 +  * **Edit Mode** → ''A'' → ''M'' → **By Distance**
 +  * With everything still selected
 +  * ''SHIFT + N'' to recalculate normals
 +==== Step 3 – UV Unwrap Properly ====
 +
 +Now that it's one object:
 +
 +  * **Edit Mode** → ''A'' → ''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) ===
 +
 +In the Render tab (Cycles selected)
 +
 +  * Open **Bake** section
 +  * **Bake Type:** Diffuse
 +  * Disable:
 +    * Direct
 +    * Indirect
 +    * Leave only Color checked
 +  * Press ''Bake''.
 +
 +<WRAP round important 30%>
 +**IMPORTANT:**
 +
 +Save the image afterward in Image Editor.
 +
 +If it's not saved to disk it can be lost.
 +</WRAP>
 +
 +
 +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 ====
 +
 +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.
 +
 +
 +===== 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
 +
  • 3d/export-runtime.1772463490.txt.gz
  • Last modified: 2026/03/02 15:58
  • by mh