Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
| 3d:shading [2026/02/26 15:58] – [Step 3 – UV Unwrap Properly] mh | 3d:shading [2026/02/26 16:06] (current) – [Step 7 – (Optional but Recommended) Apply Transforms] mh | ||
|---|---|---|---|
| Line 313: | Line 313: | ||
| ==== 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 '' |
| - | 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. | ||
| + | </ | ||
| + | |||
| ==== Step 5 – Bake Maps ==== | ==== Step 5 – Bake Maps ==== | ||
| Line 333: | Line 338: | ||
| Render → Cycles | Render → Cycles | ||
| - | Bake Type: Diffuse | + | |
| + | **Bake Type:** Diffuse | ||
| Disable: | Disable: | ||
| - | • Direct | + | * Direct |
| - | • Indirect | + | |
| - | Leave only Color checked | + | |
| - | Press Bake. | + | Press '' |
| 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 | ||
| + | * '' | ||
| - | Create new Image Texture | + | 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 366: | 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 Roughness texture into Roughness | + | |
| Remove all procedural nodes. | Remove all procedural nodes. | ||
| Line 376: | 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 | + | |
| + | '' | ||
| + | |||
| + | 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 ===== | ||