3d:shading

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
3d:shading [2026/02/26 15:55] – [Step 2 – Join Into One Object] mh3d:shading [2026/02/26 16:06] (current) – [Step 7 – (Optional but Recommended) Apply Transforms] mh
Line 277: Line 277:
  
 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) 
 +
 → ''Ctrl + J'' → ''Ctrl + J''
  
Line 283: Line 285:
  
 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**
  
Line 294: Line 296:
 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 ====
Line 331: Line 338:
  
 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 
- 
-Space → Tangent 
- 
-Bake 
- 
-Save image. 
- 
-Bake Roughness (if needed) 
- 
-Bake Type → Roughness 
-Repeat process with new image. 
  
 ==== Step 6 – Create a New Game-Ready Material ==== ==== Step 6 – Create a New Game-Ready Material ====
Line 364: Line 365:
 Now create a clean Principled BSDF: Now create a clean Principled BSDF:
  
-• Plug BaseColor texture into Base Color +  * Plug BaseColor texture into Base Color 
-• Plug Normal texture → Normal Map node → Principled Normal +  Plug Normal texture → Normal Map node → Principled Normal 
-• Plug Roughness texture into Roughness+  Plug Roughness texture into Roughness
  
 Remove all procedural nodes. Remove all procedural nodes.
Line 374: Line 375:
 ==== Step 7 – (Optional but Recommended) Apply Transforms ==== ==== Step 7 – (Optional but Recommended) Apply Transforms ====
  
-Object Mode: +**Object Mode**
-Ctrl + A → Apply All Transforms+ 
 +''Ctrl + A'' → **Apply All Transforms** 
 + 
 +GLTF likes clean scale = 1, rotation = 0.
  
 Game engines prefer clean transforms. 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 =====
  
  • 3d/shading.1772117742.txt.gz
  • Last modified: 2026/02/26 15:55
  • by mh