3d:shading

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3d:shading [2026/02/26 16:01] – [Step 4 – Create Bake Target Texture] mh3d:shading [2026/02/26 16:06] (current) – [Step 7 – (Optional but Recommended) Apply Transforms] mh
Line 325: Line 325:
 Name it “Object_Baked_BaseColor” Name it “Object_Baked_BaseColor”
  
-<WRAP round important 40%>+<WRAP round important 30%>
 **IMPORTANT:** **IMPORTANT:**
  
Line 338: 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 ====
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 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.
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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 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.1772118074.txt.gz
  • Last modified: 2026/02/26 16:01
  • by mh