Differences
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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| 3d:shading [2026/02/26 16:03] – [Step 5 – Bake Maps] mh | 3d:shading [2026/02/26 16:06] (current) – [Step 7 – (Optional but Recommended) Apply Transforms] mh | ||
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| Line 365: | 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 375: | 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 ===== | ||