Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
| 3d:shading [2025/12/04 11:19] – [Edge Glow] mh | 3d:shading [2026/02/26 16:06] (current) – [Step 7 – (Optional but Recommended) Apply Transforms] mh | ||
|---|---|---|---|
| Line 257: | Line 257: | ||
| This is useful to get any post-process effect to display in real-time in the Layout view. | This is useful to get any post-process effect to display in real-time in the Layout view. | ||
| + | |||
| + | ===== 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) | ||
| + | |||
| + | → '' | ||
| + | |||
| + | 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: | ||
| + | |||
| + | Add **Image Texture node** | ||
| + | |||
| + | Click '' | ||
| + | |||
| + | 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 '' | ||
| + | |||
| + | 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 | ||
| + | * '' | ||
| + | |||
| + | 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**: | ||
| + | |||
| + | '' | ||
| + | |||
| + | GLTF likes clean scale = 1, rotation = 0. | ||
| + | |||
| + | Game engines prefer clean transforms. | ||
| + | |||
| + | |||
| + | ==== Correct Modifier / Boolean Order ==== | ||
| + | |||
| + | Recommended Order: | ||
| + | * Finish modeling | ||
| + | * Apply Boolean on wall | ||
| + | * Clean topology | ||
| + | * Apply bevel | ||
| + | * Join bricks (if needed) | ||
| + | * UV unwrap | ||
| + | * Bake | ||
| + | * Apply transforms | ||
| + | * Export | ||
| ===== Resource sites ===== | ===== Resource sites ===== | ||