You know I've baked several of my models several times and didn't know "clear image" could be unchecked and that blender could bake onto the same image without recombining bakes manually in image editors outside of blender. Definitely taught me a few tricks! Thanks for the video!
@multi0suplex4 ай бұрын
Excellent tutorial. Thorough and provides reasoning to steps taken as well. Wish more guides had this format. 😊
@Ale3dGl2 жыл бұрын
I finally understood exactly what atlases are in Blender. Amazing tips to avoid mistakes! Thank you
@UnknownDino2 жыл бұрын
I felt like a beginner again. Beautiful tutorial!
@Zenosart2 ай бұрын
Super nice man. 😊
@ShepherdQ92110 ай бұрын
words can not describe the amount of respect i have for this craft, its all so complicated
@davidgil11713 жыл бұрын
This was so helpful! Thanks for this amazing tutorial!! Keep it up
@Ellmighty3 жыл бұрын
This was the easiest explanation i found, thank you!
@VideoSage2 жыл бұрын
Cheers for this tutorial, was exactly what I needed, in fact, better than what I thought I needed.
@cmvr10033 жыл бұрын
Amazing tutorial! Thanks!
@112productions11 ай бұрын
Really helped me out, well taught, thanks so much!
3 жыл бұрын
thank you this is amazing
@fullyleaded2 жыл бұрын
Incredible tutorial. thank you.
@shkiper422411 ай бұрын
Thank you dude !
@trainzmarcel20742 жыл бұрын
on god thank u so much! grant abbotts tutorial kept making all but one object in my model black!
@AlcadraSoykan3 жыл бұрын
It was helpful, thank you.
@Razmalita Жыл бұрын
Thak you sir... it's really helps me out
@vlados41052 жыл бұрын
Thank you very much
@user-js7ud9du2y Жыл бұрын
i wish there is an auto atlas from multi material. but during export. but overall amazing tutorial
@grmoddingtutorials5511 Жыл бұрын
SimpleBake addon, cost money but it does full PBR materials atlases.
@jerbaili46998 ай бұрын
Hopefully you're still monitoring this video. I'm using the a shader addon that allows for multiple texture layers on an object. Pretty sure Blender has native support for that. But, I'm curious what changes I have to make to this process for using additional uv maps on multiple objects that contain decals or the like in the process of baking an Atlas map.
@grmoddingtutorials55117 ай бұрын
Decals... hmm.. they usually don't bake well. I would say it's possible to bake everything but it might be trickier and decals like to project all the way through a mesh usually.
@deanlindholm19573 жыл бұрын
That ejection port is gonna take your right eye out with a sizzlin hot shell. God forbid you're left handed....lol
@FictionCautious3 жыл бұрын
That's the main drawback of bullpups. It's going to fill your mouth with top brass if you're used to change hands dynamically.
@swiftjustice1173 жыл бұрын
Hi! Nice work! Do you made the textures on blender or in other software? Cheers!
@grmoddingtutorials55112 жыл бұрын
Using photos and editing in Photoshop usually.
@swiftjustice1172 жыл бұрын
@@grmoddingtutorials5511 great thanks!
@TheWackiestDemon9 ай бұрын
When I bake nothing appears on the atlas? I have everything done correctly. Edit: I realized when I bake the textures clear out space on the atlas texture, so they just make transparent holes on the black background. Unsure why though
@aayushaggarwal22362 жыл бұрын
Hi. Thank you for explaining so well. I have a question though. Typically, I would layout UVs for objects in UDIMS and there shell sizes would be appropriately large so as to gain high resolution. While making Atlas, it shows that all the UVs for all objects leave there respective UDIMs and come under a single tile. Due to this there shell size also reduces to an extent. So in this process, will there be a reduction in the resolution of the texture image between Atlas and UDIMs??
@grmoddingtutorials55112 жыл бұрын
Resolution will go down unless you up the resolution when baking.
@josephvanwyk20882 жыл бұрын
Man, I wish I saw this video a year ago. I take it that ALL game assets are done this way. From a house, tree, weapon, prop, vehicle, human? etc... (for optimizing purposes in game engine?) Also, I take it you have to re-apply the texture map in Unreal, right? What about alphas? Like tree leaves, would you add those also in one texture atlas? Or is it something special you need to do separately?
@grmoddingtutorials55112 жыл бұрын
Use atlases when possible if you need to reduce draw calls.
@blackrabbit81162 жыл бұрын
;) 👍
@modernator7 ай бұрын
followed exactly the same as you did but by pressing the bake button all I got just blacked islands appears on the new texture.
@modernator7 ай бұрын
well just figured it out. all i need is a combined diffuse texture(or called base color whatever) but baking with principled BSDF without metallic(which is default by 1) makes it completely black. set the metallic value to zero and bake again now I can get a clear diffuse texture. why do they remove the convenient texture atlas add-on from the 2.8? this is just boring and annoying and stupid.
@grmoddingtutorials55117 ай бұрын
Baking PBR materials is more challenging. Check out an addon called simple bake.
@modernator7 ай бұрын
@@grmoddingtutorials5511 just missing the convenient old atlas addon. render with cycles slow and sucks.
@NamaGenesis2 жыл бұрын
Think I rather do the cats atlas plugin honestly with all the parts I have
@grmoddingtutorials55112 жыл бұрын
older tutorial, simple bake is how I do it now.
@B100dyShad0w2 жыл бұрын
When I bake, I usually lose a lot of detail. Sometimes even when I bake on a 4K res image. Could this because of poor UV layout?
@grmoddingtutorials55112 жыл бұрын
Most likely, complex objects often need multiple texture sets or overlapping UVs
@oblogames Жыл бұрын
half of my texture is baking into a pre existing texture and not in atlas one
@dauxgaming5773 жыл бұрын
It bake in all black aghhhhhhhhhhhhhhhhhhhhhhhhhhh
@Darkpassenger412 жыл бұрын
I had the same problem and the solution was to make the metallic input zero on the BSDF node.