3d:shading

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3d:shading [2026/02/26 16:03] – [Step 5 – Bake Maps] mh3d:shading [2026/02/26 16:06] (current) – [Step 7 – (Optional but Recommended) Apply Transforms] mh
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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.1772118217.txt.gz
  • Last modified: 2026/02/26 16:03
  • by mh