Exporting for Real-Time Engines
Baking Textures
Step 1 – Apply All Modifiers
Select all objects.
- F3 → “Convert to Mesh”
OR
- Object Mode → Object → Convert → Mesh
This applies all modifiers (including bevel) destructively.
If you prefer manual control: Select one → Modifier tab → Apply Repeat for all (less efficient).
Step 2 – Join Into One Object
Select all objects. Select one last as active (it becomes the base object)
→ Ctrl + J
All objects become one mesh.
Clean-up:
- Check for duplicate vertices
- Edit Mode →
A→M→ By Distance - With everything still selected
SHIFT + Nto recalculate normals
Step 3 – UV Unwrap Properly
Now that it's one object:
- Edit Mode →
A→U→ Smart UV Project
Adapt projection method if needed for geometry.
Adjust angle limit if needed.
Open UV Editor and confirm:
- No overlapping islands
- Good space usage
If you want optimal packing: UV → Pack Islands
Step 4 – Create Bake Target Texture
Switch to Cycles (baking only works in Cycles).
In Shader Editor:
- Add Image Texture node
- Click
New - Choose resolution (512 - 2048 or 4096)
- Name it “Object_Baked_BaseColor”
IMPORTANT:
Leave this Image Texture node selected (highlighted).
This tells Blender where to bake.
Step 5 – Bake Maps
Bake Base Color (Albedo)
In the Render tab (Cycles selected)
- Open Bake section
- Bake Type: Diffuse
- Disable:
- Direct
- Indirect
- Leave only Color checked
- Press
Bake.
IMPORTANT:
Save the image afterward in Image Editor.
If it's not saved to disk it can be lost.
Repeat the process for Normal Map:
- Create new Image Texture → “Object_Baked_Normal”
- Select that node
- Bake Type → Normal
- Space → Tangent
Bake
Repeat the process for Roughness (if needed)
- Bake Type → Roughness
Step 6 – Create a New Game-Ready Material
Create a clean Principled BSDF:
- Plug BaseColor texture into Base Color
- Plug Normal texture → Normal Map node → Principled Normal
- Plug Roughness texture into Roughness
Remove all procedural nodes.
You now have a lightweight material that works in any engine.
Step 7 – (Optional but Recommended) Apply Transforms
- Object Mode →
Ctrl + A→ Apply Rotation/Scale.
In most cases don't apply location if your object is not an independent asset placed at world origin.
GLTF likes clean scale = 1, rotation = 0.
Game engines prefer clean transforms.
Correct Modifier / Boolean Order
For example when a window is applying a difference boolean on a wall for easy placement
Recommended Order:
- Finish modeling
- Apply Boolean on wall (for window cutout)
- Clean topology
- Apply bevel
- Join bricks (if needed)
- UV unwrap
- Bake
- Apply transforms
- Export