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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| 3d:export-runtime [2026/03/03 10:26] – [Step 1 – Apply All Modifiers] mh | 3d:export-runtime [2026/03/03 10:33] (current) – [Step 7 – (Optional but Recommended) Apply Transforms] mh | ||
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| Line 5: | Line 5: | ||
| ==== Step 1 – Apply All Modifiers ==== | ==== Step 1 – Apply All Modifiers ==== | ||
| - | Select all objects. | + | Select all objects. |
| - | OR | + | * **F3 → “Convert to Mesh”** |
| - | + | OR | |
| - | Object Mode → Object → Convert → Mesh | + | |
| //This applies all modifiers (including bevel) destructively.// | //This applies all modifiers (including bevel) destructively.// | ||
| Line 19: | Line 19: | ||
| ==== Step 2 – Join Into One Object ==== | ==== Step 2 – Join Into One Object ==== | ||
| - | Select all objects. | + | Select all objects. **Select one last as active** (it becomes the base object) |
| - | + | ||
| - | **Select one last as active** (it becomes the base object) | + | |
| → '' | → '' | ||
| - | Now you have one mesh containing all objects. | + | All objects become |
| - | + | ||
| - | Important: | + | |
| - | Check for duplicate vertices if objects were touching: | + | |
| - | Go to **Edit Mode** → '' | + | |
| - | + | ||
| - | This cleans overlapping vertices. | + | |
| + | Clean-up: | ||
| + | * Check for duplicate vertices | ||
| + | * **Edit Mode** → '' | ||
| + | * With everything still selected | ||
| + | * '' | ||
| ==== Step 3 – UV Unwrap Properly ==== | ==== Step 3 – UV Unwrap Properly ==== | ||
| Now that it's one object: | Now that it's one object: | ||
| - | Go to Edit Mode | + | * **Edit Mode** → '' |
| - | + | ||
| - | '' | + | |
| - | + | ||
| - | '' | + | |
| Adapt projection method if needed for geometry. | Adapt projection method if needed for geometry. | ||
| Line 60: | Line 53: | ||
| In Shader Editor: | In Shader Editor: | ||
| - | Add **Image Texture node** | + | * Add **Image Texture node** |
| - | + | | |
| - | Click '' | + | |
| - | + | | |
| - | Choose resolution (512 - 2048 or 4096) | + | |
| - | + | ||
| - | Name it “Object_Baked_BaseColor” | + | |
| <WRAP round important 30%> | <WRAP round important 30%> | ||
| Line 78: | Line 68: | ||
| ==== Step 5 – Bake Maps ==== | ==== Step 5 – Bake Maps ==== | ||
| - | Bake Base Color (Albedo) | ||
| - | Render → Cycles | + | === Bake Base Color (Albedo) === |
| - | **Bake Type:** Diffuse | + | In the Render tab (Cycles selected) |
| - | Disable: | + | * Open **Bake** section |
| - | * Direct | + | * **Bake Type:** Diffuse |
| - | * Indirect | + | |
| - | * Leave only Color checked | + | |
| + | * Indirect | ||
| + | * Leave only Color checked | ||
| + | * Press '' | ||
| - | Press '' | + | <WRAP round important 30%> |
| + | **IMPORTANT: | ||
| Save the image afterward in Image Editor. | Save the image afterward in Image Editor. | ||
| + | |||
| + | If it's not saved to disk it can be lost. | ||
| + | </ | ||
| + | |||
| Repeat the process for Normal Map: | Repeat the process for Normal Map: | ||
| Line 106: | Line 103: | ||
| ==== Step 6 – Create a New Game-Ready Material ==== | ==== Step 6 – Create a New Game-Ready Material ==== | ||
| - | Now create | + | Create |
| * Plug BaseColor texture into Base Color | * Plug BaseColor texture into Base Color | ||
| Line 118: | Line 115: | ||
| ==== Step 7 – (Optional but Recommended) Apply Transforms ==== | ==== Step 7 – (Optional but Recommended) Apply Transforms ==== | ||
| - | **Object Mode**: | + | * **Object Mode** |
| - | '' | + | //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. | GLTF likes clean scale = 1, rotation = 0. | ||
| Game engines prefer clean transforms. | Game engines prefer clean transforms. | ||
| - | |||
| - | Also '' | ||
| - | |||
| - | Game engines like clean normals. | ||