3d:export-runtime

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3d:export-runtime [2026/03/03 10:28] – [Step 2 – Join Into One Object] mh3d:export-runtime [2026/03/03 10:33] (current) – [Step 7 – (Optional but Recommended) Apply Transforms] mh
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 ==== Step 1 – Apply All Modifiers ==== ==== Step 1 – Apply All Modifiers ====
  
-Select all objects. **F3 → “Convert to Mesh”**+Select all objects. 
  
-OR +  * **F3 → “Convert to Mesh”**  
- +OR  
-Object Mode → Object → Convert → Mesh+  Object Mode → Object → Convert → Mesh
  
 //This applies all modifiers (including bevel) destructively.// //This applies all modifiers (including bevel) destructively.//
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 Now that it's one object: Now that it's one object:
  
-Go to Edit Mode +  * **Edit Mode** → ''A'' → ''U'' → **Smart UV Project**
- +
-''A'' to select all faces +
- +
-''U'' → **Smart UV Project**+
  
 Adapt projection method if needed for geometry. Adapt projection method if needed for geometry.
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 In Shader Editor: In Shader Editor:
  
-Add **Image Texture node** +  * Add **Image Texture node** 
- +  Click ''New'' 
-Click ''New'' +  Choose resolution (512 - 2048 or 4096) 
- +  Name it “Object_Baked_BaseColor”
-Choose resolution (512 - 2048 or 4096) +
- +
-Name it “Object_Baked_BaseColor”+
  
 <WRAP round important 30%> <WRAP round important 30%>
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 ==== 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 +  * Disable: 
-  * Leave only Color checked+    * Direct 
 +    * Indirect 
 +    * Leave only Color checked 
 +  * Press ''Bake''.
  
-Press ''Bake''.+<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.
 +</WRAP>
 +
  
 Repeat the process for Normal Map: Repeat the process for Normal Map:
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 ==== Step 6 – Create a New Game-Ready Material ==== ==== Step 6 – Create a New Game-Ready Material ====
  
-Now create a clean Principled BSDF:+Create a clean Principled BSDF:
  
   * Plug BaseColor texture into Base Color   * Plug BaseColor texture into Base Color
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 ==== Step 7 – (Optional but Recommended) Apply Transforms ==== ==== Step 7 – (Optional but Recommended) Apply Transforms ====
  
-**Object Mode**:+  * **Object Mode** → ''Ctrl + A'' → **Apply Rotation/Scale**. 
  
-''Ctrl + A'' → **Apply Rotation/Scale**. In most cases don't apply location if your object is not an independent asset placed at world origin.+//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 ''Shift + N'' → Recalculate Normals. 
- 
-Game engines like clean normals. 
  
  
  • 3d/export-runtime.1772530085.txt.gz
  • Last modified: 2026/03/03 10:28
  • by mh