3d:shading

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3d:shading [2026/02/26 15:52] – [Eevee Bloom] mh3d:shading [2026/02/26 16:06] (current) – [Step 7 – (Optional but Recommended) Apply Transforms] mh
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 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 ====+===== Baking Textures =====
  
-Step 1 – Apply All Modifiers+==== Step 1 – Apply All Modifiers ====
  
-Select all stones. +Select all objects**F3 → “Convert to Mesh”**
- +
-Press: +
-F3 → “Convert to Mesh”+
  
 OR OR
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 Repeat for all (less efficient). Repeat for all (less efficient).
  
-Step 2 – Join Into One Object+==== Step 2 – Join Into One Object ====
  
-Select all stones +Select all objects.
-Select one last as active (it becomes the base object)+
  
-Press: +**Select one last as active** (it becomes the base object) 
-Ctrl + J+
  
-Now you have one mesh containing all stones.+→ ''Ctrl + J'' 
 + 
 +Now you have one mesh containing all objects.
  
 Important: Important:
-Check for duplicate vertices if stones were touching: +Check for duplicate vertices if objects were touching: 
-Go to Edit Mode → A → M → By Distance+Go to **Edit Mode** → ''A'' → ''M'' → **By Distance**
  
 This cleans overlapping vertices. This cleans overlapping vertices.
  
-Step 3 – UV Unwrap Properly+==== Step 3 – UV Unwrap Properly ====
  
 Now that it's one object: Now that it's one object:
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 Go to Edit Mode Go to Edit Mode
  
-A to select all faces+''A'' to select all faces
  
-U → Smart UV Project+''U'' → **Smart UV Project**
  
-For stone walls, Smart UV works well.+Adapt projection method if needed for geometry.
  
 Adjust angle limit if needed. Adjust angle limit if needed.
  
 Open UV Editor and confirm: Open UV Editor and confirm:
-• No overlapping islands +  * No overlapping islands 
-• Good space usage+  Good space usage
  
 If you want optimal packing: If you want optimal packing:
-UV → Pack Islands+**UV → Pack Islands**
  
-Step 4 – Create Bake Target Texture+==== Step 4 – Create Bake Target Texture ====
  
-Switch to Cycles (baking only works in Cycles).+Switch to **Cycles** (baking only works in Cycles).
  
 In Shader Editor: In Shader Editor:
  
-Add Image Texture node+Add **Image Texture node**
  
-Click New+Click ''New''
  
-Choose resolution (2048 or 4096 for walls)+Choose resolution (512 - 2048 or 4096)
  
-Name it “Stone_Baked_BaseColor+Name it “Object_Baked_BaseColor 
 + 
 +<WRAP round important 30%> 
 +**IMPORTANT:**
  
-IMPORTANT: 
 Leave this Image Texture node selected (highlighted). Leave this Image Texture node selected (highlighted).
 +
 This tells Blender where to bake. This tells Blender where to bake.
 +</WRAP>
 +
  
-Step 5 – Bake Maps+==== Step 5 – Bake Maps ====
 Bake Base Color (Albedo) Bake Base Color (Albedo)
  
 Render → Cycles Render → Cycles
-Bake Type: Diffuse+ 
 +**Bake Type:** Diffuse 
 Disable: Disable:
-• Direct +  * Direct 
-• Indirect +  Indirect 
-Leave only Color checked+  Leave only Color checked
  
-Press Bake.+Press ''Bake''.
  
 Save the image afterward in Image Editor. Save the image afterward in Image Editor.
  
-Bake Normal Map+Repeat the process for Normal Map
 +  * Create new Image Texture → “Object_Baked_Normal” 
 +  * Select that node 
 +  * Bake Type → Normal 
 +  * Space → Tangent 
 +  * ''Bake''
  
-Create new Image Texture → “Stone_Baked_Normal”+Repeat the process for Roughness (if needed) 
 +  * Bake Type → Roughness
  
-Select that node 
  
-Bake Type → Normal+==== Step 6 – Create a New Game-Ready Material ====
  
-Space → Tangent+Now create a clean Principled BSDF:
  
-Bake+  * Plug BaseColor texture into Base Color 
 +  * Plug Normal texture → Normal Map node → Principled Normal 
 +  * Plug Roughness texture into Roughness
  
-Save image.+Remove all procedural nodes.
  
-Bake Roughness (if needed)+You now have a lightweight material that works in any engine.
  
-Bake Type → Roughness +==== Step 7 – (Optional but Recommended) Apply Transforms ====
-Repeat process with new image.+
  
-Step 6 – Create a New Game-Ready Material+**Object Mode**:
  
-Now create a clean Principled BSDF:+''Ctrl + A'' → **Apply All Transforms**
  
-• Plug BaseColor texture into Base Color +GLTF likes clean scale = 1, rotation = 0.
-• Plug Normal texture → Normal Map node → Principled Normal +
-• Plug Roughness texture into Roughness+
  
-Remove all procedural nodes.+Game engines prefer clean transforms.
  
-You now have a lightweight material that works in any engine. 
  
-Step 7 – (Optional but Recommended) Apply Transforms+==== Correct Modifier / Boolean Order ====
  
-Object Mode+Recommended Order
-Ctrl + A → Apply All Transforms +  * Finish modeling 
- +  * Apply Boolean on wall 
-Game engines prefer clean transforms.+  * Clean topology 
 +  * Apply bevel 
 +  * Join bricks (if needed) 
 +  * UV unwrap 
 +  * Bake 
 +  * Apply transforms 
 +  * Export
 ===== Resource sites ===== ===== Resource sites =====
  
  • 3d/shading.1772117563.txt.gz
  • Last modified: 2026/02/26 15:52
  • by mh