you saved me a lot of pain. I was trying to arrange the UVs manually which took me so many hours and it still didn't turn out good. This was the perfect solution that I should of just researched earlier, d'oh. I'm new to blender and I have no idea how texture baking works.
@classoutside6 ай бұрын
I am very happy to hear this video could save you from a challenging problem! I appreciate you taking the time to share your experience.
@DarkHarpuia2 ай бұрын
Very good. I was very hesitant to retopologize my current model, but this definitely helps cut down on the amount of work I'll have to redo.
@tuki8975 ай бұрын
This video is GOLD
@classoutside4 ай бұрын
Thank you for sharing your experience! :)
@apl1324 Жыл бұрын
AMAZING "I've cracked the hippocampus" Thank you for this it took me a few watches on different days till I was in the zone to get it but how easy is that!!!
@classoutside10 ай бұрын
Hey it sounds like you were able to copy the textures! That's awesome. I am glad you were able to gain an understanding for it :)
@PanewsONE Жыл бұрын
Great tutorial! Other videos tried to talk me into messing with extrusion and max ray distance. creating a cage along the normals to cover up intersections was the solution! Thank you sir!!
@classoutside Жыл бұрын
I appreciate your compliment :) I am glad I could support you on your path towards a solution!
@HoovyTube5 ай бұрын
That was just what I needed, thank You!
@classoutside4 ай бұрын
I am happy I could share this video with you! :)
@samuelb.93147 ай бұрын
That one worked for me ! Thanks :)
@classoutside6 ай бұрын
It is great to hear that this worked for you! I appreciate your comment.
@LIMBICNATIONARTIST4 ай бұрын
Awesome video!
@classoutside4 ай бұрын
I appreciate your compliment, thanks! :)
@chaos83155 ай бұрын
Absolute gold! tysm 🔥
@classoutside4 ай бұрын
I appreciate hearing your comment :)
@VITAS874Ай бұрын
i just need add texture from original model to another. How to do that
@qoph19884 ай бұрын
Very helpful, thanks
@classoutside4 ай бұрын
I am glad I could share this with you :)
@Valkinsenn Жыл бұрын
Dude, thank you. Thank you, thank you, _thank you._ This solved a _gigantic_ problem for me. Seriously, no B.S., I owe you a box of cookies. Or donuts. Your choice. :)
@classoutside Жыл бұрын
I am very glad I could share this video with you, and help you overcome a challenge! Your gratitude and kind offer brought a smile to my day 😊
@iliashigin5 ай бұрын
What you need to know begins at 3:20
@classoutside4 ай бұрын
If you are familiar with some of the process, and have your meshes UV unwrapped to your needs, starting at 3:20 may be beneficial. If you are new to baking textures, and some of the requirements, more context and preparation is shared earlier in the video.
@NorthyToons5 ай бұрын
do you ever have issues with the baked map turning Black,White or transparent?
@classoutside4 ай бұрын
I have experienced the baked map turn black before. In my experience, this has been caused by a few scenarios. If I did not mark seams, and UV unwrap properly before creating the cage, this can happen. The cage and the destination meshes must have the same UV map for this to work properly. If faces or vertices are removed from either mesh after creating the cage this could affect the UV Map's accuracy. I have also experienced a black texture result when I had incorrectly selected my meshes. After first following the step to identify the cage object, the source mesh should be selected in the Outliner, then while holding down the control key on windows (or the command on macOS I believe) select the destination object. Then click the bake button. The steps are visually represented here: kzbin.info/www/bejne/kKucaJd5oqpqY9Esi=bYBB5P4hCsqjqGoa&t=345 Sometimes black spots in the result texture may appear. This is often from when the cage does not properly overlap with the source mesh. Sometimes this requires manually selecting individual groups of vertices and moving them to be outside of the source mesh. I hope these ideas may help you towards your solution!
@TiToAlbrecht Жыл бұрын
you saved me, thanks
@classoutside Жыл бұрын
I appreciate you sharing this! I am glad my video could be helpful for you 🙂
@kat74809 Жыл бұрын
I have multiple textures and I was wondering how to bake one specific image from a higher poly mesh onto a lower poly mesh without copying all the other image textures.
@classoutside Жыл бұрын
If the source model has a material with multiple image textures, and the goal is to only bake one of those textures onto the destination, it may be worth it to try disconnecting the image textures from the node graphs prior to baking. This can be done in Blender's Shader Editor panel. Please feel free to share if this or another solution help you to reach your goal. Good Luck!
@kat74809 Жыл бұрын
@@classoutside Prior to the bake, I tried disconnecting all image textures except the one I wanted to bake. However, disconnecting the images simply made the texture black, with the exception of the image I wanted to bake. When baking onto the lower poly mesh, the black texture was baked alongside the texture I wanted to bake.
@classoutside Жыл бұрын
@kat74809 The black textures may be appearing because Blender is trying to bake the lack of a texture onto the destination as black pixels. It sounds like you may need another solution. I have not yet faced this challenge myself. It might be worth looking into if Blender offers a feature to bake textures with transparency, sometimes referred to as an alpha channel, or opacity. If it can do that, the image should bake without the black filling in the rest. This might still get rid of the existing textures in the destination. If so, another step may be required to overlay the baked image texture onto the current one. That step might require some additional nodes in the shader editor, like the Mix nodes, or saving the textures and overlaying them in an image editor like GIMP. I hope this may be helpful on your path towards a solution!
@astralstormgamestudios12599 ай бұрын
What if I also want the normal ?
@classoutside6 ай бұрын
For the normal map, and other maps to be copied, you could try and set the diffuse node to the normal map file, and then follow the same process. The maps (normal, roughness, diffuse, etc.) should all be image files, like a png or jpeg. In the shader editor view you should be able to change the image connected to the diffuse or color part of the mesh. If you change this for the other map you would like, it should copy to the lower poly mesh as the color map, if you follow the steps of this video. Then, in the image editor, you should be able to view the image and save it to a file. Afterwards you could repeat this process until all maps are saved. Then, in the lower poly model's shader editor view, you could import the maps in the image texture nodes and connect them to your material. I hope this may help!
@astralstormgamestudios12596 ай бұрын
@@classoutside Ah yea, makes sense! Thanks 🙏
@shivangipriya41535 ай бұрын
How I take one color from one model to another ??
@classoutside4 ай бұрын
Taking only a single color may come with some challenges. If the color is part of an image texture that includes other colors you do not want, there may be a few options to solve this. This will also depend on if you want specific color value, like the hexidecimal value for red (ff0000), or if you want a range of a color, including a variety of shades like dark red, light red, and even some shades nearing orange or pink. One possible solution may be to save the baked image texture from the destination mesh, and edit it in an image editing program like gimp (www.gimp.org/). This may take some image editing skills, like working with transparent layers. You could remove the parts of the image texture you are not interested in, save the edited image as a .PNG file, then replace the image texture on the destination mesh. This will replace the texture with the colors, and transparent portions, of the source mesh. There may be more solutions available by using nodes in the shader editor prior to baking to remove any colors you do not want baked; though this may take some research or experimentation. Good luck towards discovering your solution!
@3DIYOriginal Жыл бұрын
WOW, awesome tutorial, well explained, easy to follow your steps, and very very usefull. You just saved me days of work. This is amazing. Subscribe & Thanks For Sharing. Have A Nice Day!!!
@classoutside Жыл бұрын
I am glad my effort could help save you some time 😊 I appreciate your compliments and sharing your experience. I hope you may have a nice day too!
@3DIYOriginal Жыл бұрын
@@classoutside Thank You!!🤗🤗
@maxguajardocastro3506 Жыл бұрын
for some reason is giving me a black image :c
@classoutside Жыл бұрын
If you take the name of the image in the shader editor, and view it in Blender's Image Editor view, and it is a completely black image, then something must not be functioning properly to transfer the image. I would start by making sure that I have unwrapped the UVs for the destination model before duplicating it to create the cage. Following that, I would open the material for the destination model, and take note of the name of the new image texture created. After baking from the source object to the destination, I would open the material for the destination model, and connect the image texture. If it is still a black texture, I would open the UV editor, select the name of the new image texture, and verify that the entire texture is black. If it is, there could be a Render properties setting that needs to be changed, or perhaps the destination mesh shape is too different from the original to properly transfer the texture detail.