As a new Unity user, I've been trying to figure out this process for days. This is the most straight forward explanation out there.
@kccreationsgaming5 жыл бұрын
One addition I'd like to include, is using multiple Texture map types. In your example, you created a single albedo/diffuse map, which is great for low poly models. For more realistic looking models, I add the additional steps of repeating the map baking process for each map type I'd like to use, by only checking the bake options that I want for each map (Diffuse, Specular, Normal, etc) For example: Lets say I use your tree as an example, but I have a realistic repeating image texture with the appropriate Diffuse, Specular, and Normal maps for both wood and leaves (6 image files total). Instead of using a single combined bake, I would want to bake a Diffuse, Specular, and Normal map for the full tree (that includes leaves and wood) In Blender, you often have 3 image nodes connecting to your principled shader for each material. 1. To accomplish the new baked maps, it requires the extra steps of unlinking the normal and specular images from the principled node for both the leaves and the wood, then baking only a diffuse texture that keeps both leaves and wood data in the single baked result (Name it Branched Tree Diffuse, or something similar). 2. Repeat this process by unlinking diffuse and normal, keeping only specular linked, then bake a specular map. (Branched Tree Spec) 3. Repeat this process once more for baking the normal map. (Branched Tree NRM) Now you should have 3 new texture files to add to your Unity material that's connected to your full tree object, containing all wood and leaves data. This process can be repeated for any additional textures you wish to use, like AO or displacement maps, etc. I believe you using the bake type of "Combined" in this video, is the reason for your result looking drastically different for the 3rd tree in Unity. The extra steps of baking more texture maps isn't fun, but it will give you better results that more closely resemble the object appearance in Blender. *_(Sorry for the long comment)_*
@RSpracticalshooting4 жыл бұрын
Dude this comment was exactly what I needed!
@RubenNielsen4 жыл бұрын
I'm pretty new to all of this, but it seems to me that this whole thing about baking different map types is very very common. Is there really not a simpler way of doing this with blender? Seems to me that it would be trivial for a node to pick up the nodes that need baking, i.e. the albedo, roughness, and normal inputs of the PrincipledBDSF shader, and then bake them all in one sweep? Maybe there is an add-on for it? Anyway, thanks for spreading some light over the matter. Texture baking in Blender certainly doesn't seem very intuitive.
@aoi79104 жыл бұрын
@@RSpracticalshooting Thank you for the long comment
@cupcake-gameclip51294 жыл бұрын
how about image to plane, sometimes we make it alpha clip/hashed to achieve realistic quality? How to bake that? Sorry for stupid question, im new to blender and this frustrated me
@afrodite86854 жыл бұрын
@@TrFusion I've encountered this problem before and I hope my method will help you. 1. first you need to unlink the texture on the object that has been added before. 2. after the texture removed, join them all (ctrl-j) and then click on the object and move to the edit mode. 3. in the edit mode, select faces that you want to add texture and then choose the material that you've been made before 4. add the texture onto the face by choosing "assign" in the material tab. 5. repeat the process until all the materials assigned to the object. 6. last, you can start to unwrap and baking it.
@aim1hly4613 жыл бұрын
been looking FOREVER for something like this, baking didnt work with other tutorials but worked here and only took 5 seconds
@sabulinehorizon70804 жыл бұрын
When splitting windows in Blender 2.8, the traditional method is still valid. The corner icons are no longer there, however if you move your mouse to the place where they used to be, you will see the cursor change from the pointer into a crosshair. Click and drag, and it will split the windows. Same goes for merging windows, you can click in that corner and move the mouse across the dividing line and it will merge them together.
@goldiebloxYT4 жыл бұрын
OMG! It wroked! Thanks alot dude! I watched a lot of other videos but they were not really clear and straightforward as you! Like many others, I have spent countless hours on looking up how to do it and you have helped me! Thanks a lot dude!
@OneWheelStudio4 жыл бұрын
Glad I could help
@akshay_rc4 жыл бұрын
For objects with baked textures, using a unlit material is better because it gives the lighting and shadows from the texture based on how we had setup in blender and also reduces load on render engine to calculate anything for that object. It just shows how the texture is, unless we didn't set the lighting in blender exactly like in the unity (which is simple) and adjusting shadows color and intensity is better option that adding emission to every material, 'cos emission can be very expensive for rendering if done too much.
@bethelakinyemi69784 жыл бұрын
Dis guy is one of the few humans in the world, that knows how to teach honestly.
@angelgargola2 жыл бұрын
thank you man!!! at last, this tutorial helped me add an animated and textured model into buildbox...and it works!
@Inlet4 жыл бұрын
Can you help me with how to do this if it's with multiple images already, rather than just a 'base color'. I have a model of a person, and the L-leg, R-leg, chest, pelvis, and so on are separate textures (11 jpgs in total). Can these be combined together? Following this method breaks the uv mapping of the existing textures.
@OneWheelStudio4 жыл бұрын
I haven’t done that but if you look up how to create a texture atlas you should be able to find some good resources.
@cihadturhan4 жыл бұрын
I wish I discovered you earlier. I spent hours to understand why I couldn't bake textures but you said how it should be done in 5:51!
@antominom81753 жыл бұрын
Small tip : if you're using OptiX the bake option won't be in the render properties tab, so make sure to go edit > preferences > system > Cycles Render Devices > CUDA
@tobysto3 жыл бұрын
THANKYOU!!!! this helped so much ive been looking for ages
@heyimbilly65474 жыл бұрын
Straight to the point, helped a lot with my projects. Thank you!
@marinamaievska7003 жыл бұрын
the best tutorial I've watched.
@rookandpawn4 жыл бұрын
Thank you so much..!! The tutorial on wrapping are so dependent on blender versions and thankfully you have 2.8! Much appreciated. Love the teaching style and conciseness! Subscribed.
@shawnateiagd76974 жыл бұрын
you are awesome, I tried to do this for 3 1/2 hours before i found your video THANK YOU
@OneWheelStudio4 жыл бұрын
Glad it was helpful :)
@shamskalappatt76654 жыл бұрын
This was my most frustrating problem. Thanks so much!
@spovah27893 жыл бұрын
Another engine, ROBLOX's engine, only supports 1 texture per mesh and this mesh I'm using is one singular mesh and I need this. Thank you
@liamhill32634 жыл бұрын
great tutorial series man, paced well and explained really clearly!
@hklbly4 жыл бұрын
Agreed. Absolutely deserves more audience, this one.
@victorzhang68594 жыл бұрын
saved me for last minute game jam lol
@danielloaiza46204 жыл бұрын
Excellent tutorial!! It was a fast and a very well explained tutorial, the unity part helped too! keep doing this!
@regulusstudio25754 жыл бұрын
Hey man, thanks for the clear tutorial. I have a question: I have a simple book model that only consists of cover, paper, and binder. I use basic material color for the cover and binder, but for the paper I need to use an image texture. When I tried baking it, I got circular dependency warning and the result got saved to the paper texture instead. Is there any solution for this?
@visiochannel23 жыл бұрын
When baking , remember to select the image texture node in shader editor.
@Memenov13 жыл бұрын
Thanks lol, i was struggling too long
@visiochannel23 жыл бұрын
@@Memenov1 ;)
@horatiudanciu3775 жыл бұрын
This is so simple now for me, but it took 3 h to figured out. Where were you 3 months ago? :D
@OneWheelStudio5 жыл бұрын
Ha! Right? If only we knew then what we know now.
@justintruelove5384 жыл бұрын
Excellent tutorial, thanks!
@vulfixevenlapa81793 жыл бұрын
No idea why, but if I follow the exact actions it still doesn't work for me
@ZlotyChannel3 жыл бұрын
0:08 , It may reduce the number of materials only if you were using a material for each color, but it will increase the number of textures, which means.. more materials, because each model will have it's own unique baked material. The best practice should be totally different (asuming you want to achieve the stylish look with solid colors), you should have a texture with all the solid colors you want to include in the game and then make all the objects share the same material but with different UV maps, a 16x16 would allow you to have 256 colors, and it is incredibly lightweight. And if you want to add PBR materials (specular, roughness, normals). You can simply have other textures like the color one and have different UV maps in the same model that reference other materials/textures.
@navc85224 жыл бұрын
Quick question: is it possible to rearrange a texture based on the way it's laid onto the model, rather than the UV map? I attempted to make a last-minute edit to the model as I was texturing it, but as a result, the entire UV lightmap changed, and using the new lightmap turns it into a broken mess. Without the new lightmap, however, the model still looks fine in the Texture Paint workspace. I am not sure if it could be baked like this, though. Can you help me?
@OneWheelStudio4 жыл бұрын
I’m not sure of a way to fix this other than working with the UV map. Sorry
@aplutypus75992 жыл бұрын
I haven't use blender 2.8+ since it laucher (because I'm lazy) and I was wondering what did they do with bake textures process with this new shader editor and now I finally understand!! Thank you so much ✧・゚ I hate the new process but thank youu ✧・゚
@hasanbasryand68802 жыл бұрын
Hi. I'm wondering about such a thing. We can bake and output textures in the shading panel of the blender. For example, I created a lava flow, animation in the shading panel, so how do I output it? Also my main goal is to dump this output into an unreal engine.
@HatsuneMiku-lk5ii3 жыл бұрын
Hi, I have an issue where the texture does render but its rendering out as multiple texture files rather than one unified file, how do I get around this?
@JJNTFUND5 жыл бұрын
Thanks so much this videos you make, make it easier for me to use blender.
@bceng893 жыл бұрын
there are so many things going on that are not matching what's happening on my computer
@spriterfighterstudio45744 жыл бұрын
What about if i have 4 textures ,and i want them to bake them.I did what you do but when i create a smart uv the texture is messing up because i have 4 materials assigned with image texture my model consists of 4 texture
@OneWheelStudio4 жыл бұрын
This method is really designed to create the textures. I think what you are asking about is an "texture atlas." I don't have a video on that (yet), but a quick google should give you some good results.
@djkaalo2484 жыл бұрын
thanks man! this video really helped me out. thumbs up.
@uajrh14 жыл бұрын
How did you get all the colors in one UV map?? I made a parent cylinder with the rest of the cylinders inside as the children (I am making a broomstick), and how would I get all of the colors on the one map??
@OneWheelStudio4 жыл бұрын
Did you unwrap all the faces? Any chance you didn't select all the face when unwraping? Or could it be possible you didn't have all the faces selected when you baked (I'm not sure that's a thing, but maybe)?
@madkillerz0074 жыл бұрын
hmm im following this for a low poly jacket but whenever i bake, it comes out blue and green instead of the brown (the jackets colour). Also it doesnt seem to bring the wave/noise combination that i used with the bump node to give it a rough looking texture. Any ideas on how to approach this?
@burgerkingofficialyoutubec27983 жыл бұрын
A question. When you did that thing with the lightmap pack, which one do you use when your model is more realistic?
@OneWheelStudio3 жыл бұрын
If you have a more realistic model and are trying to apply a texture to that model, you will need to mark seams and effectively manually unwrap - it's a much more difficult process.
@linezgames38933 жыл бұрын
Watched another person that has great tutorials and all but in my opinion over complicated a lot of the process and used a terrible example as a first timer with over 8 materials. You managed to UV unwrap and bake 2 materials in just over 12 minutes, 2 objectives 6 min each is just perferct, THANK YOU so much!!!! Better than 30 min. Also im still very much confused if I were to say have 5 different materials on say a single modular mesh. If I had metal trim top and base, 1 wood mesh seperating concrete from a wallpaper, how would I got at this? In blender for each material change the parameters to my liking right? But when I import it into say UE4 could I change those values still or would I have to create new maps for each materials in Blender and export all of them? If true then I really am fucked as a solo artists, designer then.
@OneWheelStudio3 жыл бұрын
I'm glad the video works for you! I hate long winded just get to the point videos... As for your question(s), using the method in this video yes you will need to tweak the settings in blender and rebake the texture(s). You don't need to reimport the model, just the texture(s). It takes a good amount of time. It's one reason I've been loving my hand drawn stick figure project :) I've been thinking out my next project and thinking about 3D again... Its a lot of work.
@Henry-lo2xe3 жыл бұрын
hi again, so I am new to blender and have saw a way to colourise builds using pallets and uv editing, this doesn't seem to work properly when baking and lightmapping. would a solution to this be splitting my build up into parts, colouring them each with their own material and then joining them back together or is there a workaround for using this uv editing method? thanks
@Henry-lo2xe3 жыл бұрын
ok so I have now gave each part a material and rejoined it, fingers crossed it works this time
@Henry-lo2xe3 жыл бұрын
funny enough, That actually solved the problem in unity, :)
@kiranpabraham79044 жыл бұрын
I still need help man. I made a material that looks like marble(b&w) using the options in the nodes, and some node(i think noise , or voronoi, not sure) but the UV image that shows up has only black for those,while the rest are fine
@OneWheelStudio4 жыл бұрын
Honestly, I haven't done any work in baking materials using the node editor. Maybe the normals are flipped so those faces are all dark, that's my only real guess.
@kiranpabraham79044 жыл бұрын
@@OneWheelStudio thanks, but I don't think it's flipped normals mainly because i used stencil paint.I'll still try tho, thanks
@jeimoall3 жыл бұрын
Could anyone help me? I do exactly the same process, but my bake returns a transparent image.
@Gergrye4 жыл бұрын
Awesome tutorial! I'm not sure why my menus are a bit different, but you were thorough enough to push past that, thank you
@OneWheelStudio4 жыл бұрын
Maybe you're on a newer version and they changed the menus again? Either way glad it helped!
@cheeselover07434 жыл бұрын
omg thank u so much u saved my life i spent the whole day trying to explore im making a item for a game thank u so much ( how do i add jiggle bones thingy)
@OneWheelStudio4 жыл бұрын
To add bones you'll need to do some "rigging." I haven't done much of it, but you should be able to find plenty of info out there with a quick search.
@cheeselover07434 жыл бұрын
One Wheel Studio thx
@monakassem37224 жыл бұрын
thank you for this tutorial, it is very useful. At point 9:27, how would you apply the material to the third object by using the PNG file you created by baking? i mean inside Blender?
@OneWheelStudio4 жыл бұрын
I have honestly never done that. I know it's possible, I've always been targeting Unity as the final destination. Sorry. Wish I could help more.
@doodlebird8583 жыл бұрын
Can you please make this same tutorial but it works in eevee? Whenever I render in cycles, blender does not respond.
@OneWheelStudio3 жыл бұрын
Unless something has changed I don't believe that Eevee has the option to bake materials. Sorry :(
@doodlebird8583 жыл бұрын
@@OneWheelStudio Alright. I will redo the nexture once I import my model to unity.
@THISISSPARTA8273 жыл бұрын
how would an armature modifier affect things? I have a rigged character made up of multiple objects and I want to join them all together and bake the textures. Would this break my rig?
@OneWheelStudio3 жыл бұрын
I don’t think so. But I haven’t played with rigging in a long time. Make a duplicate of the file and play around.
@mehrzadfalak3 жыл бұрын
Thanks for the tutorial. But does this method work for transparency, normal maps, glossy shader, metalicness and other complex shaders as well?
@OneWheelStudio3 жыл бұрын
In the bake options you can choose what you want to bake to the texture under the "bake type" dropdown. There are lots of options! I haven't played with them much, but you should be able to find an option that works for fancier shaders :)
@AAvirusAA3 жыл бұрын
Finally! Thanks!
@taranjk12 жыл бұрын
Holy fuck this is godlike
@artemedutech4 жыл бұрын
but what if i have a wave texture node material. how to bake it?
@femsy53303 жыл бұрын
This is Gold! Thank you!
@medmel21604 жыл бұрын
Really great tutorial, very appreciated ! I have one question, when you bake your tree the casted shadows is also baked as you have lights on your scene. If you want to put the tree in a game engine you will have these shadows in addition to the shadows casted by the own game engine environment. What would be the solution to bake a texture without blender scene lights? Not sure if I was clear..
@brandonvance96884 жыл бұрын
Med Mel that is my question too!
@OneWheelStudio4 жыл бұрын
Sorry not sure how I didn't see this question earlier. If you just want to bake just the colors, then under "Bake Type" you can choose "diffuse" instead of combined. There are a lot of options that can be useful when imported to Unity.
@leothiery4 жыл бұрын
@@OneWheelStudio Hello, its doesnt work for me, even if I click on "diffuse" , the texture is still affected by the lighting of my scene, how can I only bake the color ? :/ Thank u
@OneWheelStudio4 жыл бұрын
@@leothiery There should be two options under "influence" when baking the "diffuse." Turn off "direct" and turn off "indirect." For me, it baked without any lighting or shadows.
@leothiery4 жыл бұрын
@@OneWheelStudio Yep sorry I didnt upgraded the comment I actually figured out how to do it, has you said, turning off these options worked for me too ! Btw thank u for this tutorial ;) It helped me a lot !
@crispymexican81533 жыл бұрын
So I got the baking done, but the image doesn't show color. How do I fix that?
@OneWheelStudio3 жыл бұрын
Hmm. I can think of a couple possible issues. Are there lights in the scene? By default Cycle bakes the "combined" colors/maps and that will need light in the scene. Have you assigneed the "base color" in the material? Many of my students assign the "viewport display color" instead which won't show up in the render.
@afarman874 жыл бұрын
Thank you! Clear and concise.
@OneWheelStudio4 жыл бұрын
That’s the goal! Glad it was useful for you.
@protossscud84354 жыл бұрын
Oh.. , this is a very clear and understandable and easy to follow tutorial series, thank you ! Does this method work with high poly model too ?
@OneWheelStudio4 жыл бұрын
It’ll work with as many polygons as you have but if you’re trying to add textures or line those textures up with the polygons for a more realistic setup style you’ll need to have more control and set seams on the model and unwrap it less procedurally.
@weeb_tree3 жыл бұрын
Can someone help me? When I bake, my image turns way darker than the colors the materials have?
@OneWheelStudio3 жыл бұрын
You may need to turn up the lights in the scene. Or you can also change the bake type setting to diffuse rather than combined.
@weeb_tree3 жыл бұрын
@@OneWheelStudio Welp, I tried but it didn't work. Thanks for responding though.
@HiddenTheAnimator4 жыл бұрын
Help I keep getting "No active image found in material "Red.004" (7) for object "Cylinder.008" any fixes?
@andrejmishovski42314 жыл бұрын
same u fixed it?
@dauxgaming5773 жыл бұрын
can u help me i dont know what to do i cell shadded these textures in blender but it never imports right
@OneWheelStudio3 жыл бұрын
Sorry, haven't done anything with cell shading.
@sunbea44774 жыл бұрын
I’ve got two questions: Will it work if I use eevee? How do I bake the image if it’s a link image?
@OneWheelStudio4 жыл бұрын
IIRC there is no bake option in Eevee. As for the second part, I'm not sure what you mean by a "link image."
@damadmax4 жыл бұрын
Great tutorial. But are there any implications with mipmapping when using lightmap uv ?
@OneWheelStudio4 жыл бұрын
That’s a good question. I’m not totally sure. I would guess it should work pretty well.
@Ricovandijk4 жыл бұрын
When I press bake, it says: object "thing" is not enabled for rendering, any suggestions? thanks!
@vaibhav22854 жыл бұрын
It seems like you have not selected the image texture in node editore or maybe forgot to add texture on it! Or still not working check the below option in the BAKE option is unchacked! Or IDK!😅
@toringaming7233 жыл бұрын
So when I light map pack or smart project my textures is all wonky, do I ignore it and bake? Like my brick texture is stretched beyond recognition.
@OneWheelStudio3 жыл бұрын
This method works best or really only with low poly style or simple materials in Blender. If you have textures you will need to unwrap and then align the UVs with the texture file itself. In my mind its a huge pain and one reason I personally stick to low poly (flat shaded) stuff :)
@toringaming7233 жыл бұрын
@@OneWheelStudio oh can you pls make a tutorial for that? Or any tutorials that do that?
@OneWheelStudio3 жыл бұрын
@@toringaming723 It's a bit beyond what I can offer for a video, it's just not something I know a lot about, but if you do a quick search for "blender uv unwrap" there are several videos showing how to do it. :)
@toringaming7233 жыл бұрын
@@OneWheelStudio thank you. Also yeah that’s understandable videos are hard to make.
@stanleybishop99914 жыл бұрын
That's one of the best blender/unity I've seen. Thank you a lot. However, I have a problem, with what I'm trying to achieve, and maybe you can help me out. I want to re-wrap a MagicaVoxel model, so I can bake AO onto it. The problem is, MV unwraps it itself when exporting, assigning all polygons of the same color to a single pixel on a texture which represents palette, so they all have same color. When I unwrap it in blender, it predictably breaks the colors, as the polygons are now mapped to different places on a texture. The question is how can I unwrap model, preserving colors that was assigned to polygons previously, or rebake the old colors to new places in new texture, without going through hassle of creating a new material for each color, essentially painting a model anew. Hope I explained well enough. If you can help me out, I would be eternally grateful. Cheers :)
@OneWheelStudio4 жыл бұрын
I’ve thinking about this one and I think the short answer is there’s isn’t an easy way. However if your main goal is to add AO to your model then I’d suggest taking a look at post processing effects. Not 100% the same but you can add good looking AO. As a shameless plug - check out my most recent video “bolt classes.” The background art uses a color palette - similar to MV - and I added in post processing including AO to make the scene look better. Let me know if that helps or maybe doesn’t answer your question. My students use MV so this is extra interesting to me.
@stanleybishop99914 жыл бұрын
@@OneWheelStudio Yeah, AO post-processing is indeed the "usual" way, but I fear it might be quite taxing on mobile platfroms, while baking it into textures is essentially "free"
@OneWheelStudio4 жыл бұрын
Yeah, that is the trade off. Probably really depends on the size of your scene... I'll let you know if I think of a way to do it easily. Or vice versa, if you find a way I'd love to know.
@stanleybishop99914 жыл бұрын
@@OneWheelStudio Hey there! I've been busy with different kinds of stuff, but second answer to this question covers it perfectly: blender.stackexchange.com/questions/50650/how-to-remap-my-uv-without-messing-with-textures-already-applied-to-a-mesh
@Even-Steven4 жыл бұрын
Hey, I find myself in the same boat just now. I've a MagicaVoxel model and not sure how to properly rewrap and preserve the colors. I took a look at the stackexchange link you posted, but I can't seem to replicate the solution in blender 2.9. Despite setting up another UVmap/material, the original UVs get wrecked when unwrapping to a new UV map. Have you nailed down the process?
@GamerReality5 жыл бұрын
You use lightmap pack and say it's only good for low poly models and not for realistic ones. I am doing realistic ones so how should I unwrap my object then? Also, I've heard that the Evee renderer is better for Blender when making games in Unity? Is the UV workflow different between cycles and Evee?
@OneWheelStudio5 жыл бұрын
The reason I say lightmap packs are best for low poly, at least the way I'm using them, the faces are laid out fairly randomly. So if you are trying to line up faces or surfaces with realistic textures - say wood and you want the grain of wood to go a particular direction - then I would imagine it could be a lot of work. Whereas use seams and doing more of a custom/details unwrapping I think would be better. As far as I know the UV workflow between the two engines is the same.
@GamerReality5 жыл бұрын
@@OneWheelStudio Thanks for the quick reply! I am working on a project now that involves a lot of metal appliances so I believe I can still have the texture fairly random still. I guess I'll try out a couple of ways and learn what works.
@jack4fun8754 жыл бұрын
I'm having a bit trouble when I press bake, it says one of my objects does not have a texture, which will not let me bake. Do you know how to fix this problem?
@OneWheelStudio4 жыл бұрын
Have you done the step shown here: kzbin.info/www/bejne/mWPYpWOKp8iXn5I For each material?
@jack4fun8754 жыл бұрын
@@OneWheelStudio I did. Also, do you have to duplicate the current model? Like you said at the starting that you have one model with all the parts, and another model which all the parts are joined. Is that something you need to do?
@twitchtwitch90063 жыл бұрын
my image turns black or just in general super dark when i bake, why?
@OneWheelStudio3 жыл бұрын
Do you have lights in your scene? If you do a regular render is everything dark?
@lordofkebabs94484 жыл бұрын
is it normal for the texture to change in the viewfinder when you click lightmap pack?
@OneWheelStudio4 жыл бұрын
Which texture? Was your model already textured? Or did it use solid colored materials? I’m not exactly sure what you’re describing.
@poppy63 жыл бұрын
Thank you i finally understand
@MixieMew4 жыл бұрын
For example, I have a few rocks that are blue, but i also want those rocks to have other variants of colour. how do i get multiple applied textures for unity?
@OneWheelStudio4 жыл бұрын
So like a red rock? I think the easiest way is to duplicate the object in Blender, add a new material and then bake a new texture. Save the texture to your Unity project and create a new material. Then if you haven't changed the shape or UVs of the object, you can simply duplicate the rock prefab in Unity, call it "red rock" and apply the new material. Does that help? If not let me know. :)
@MixieMew4 жыл бұрын
One Wheel Studio oof I’ve got over 62 objects that need 11 different shades. I’ll just have to keep my files super neat, thank you for answering.
@OneWheelStudio4 жыл бұрын
@@MixieMew Another approach (maybe) to bake your texture in black and white and then tint the albedo channel in unity...?
@the_sheep_does_meme57744 жыл бұрын
Someone can help me? I didn't find the lightmap pack but i found other ways. But when i export it to unity the texture not feet. I tried to fix stretching but i didn't have this option too. From some reason j dont have a lot of tool. any idea what should I do?
@OneWheelStudio4 жыл бұрын
(In Blender 2.9) If you go to Edit > Preferences > Keymap there is an option to bring up the search menu when you press the spacebar. Turn this on. Then in edit mode you should be able to search for the light map pack while in edit mode.
@the_sheep_does_meme57744 жыл бұрын
@@OneWheelStudio yeah i wanted to try it :) ty man u rly helped me btw great tutorial
@the_sheep_does_meme57744 жыл бұрын
I hope it will fix the fact that the texture dont feet in unity
@the_sheep_does_meme57744 жыл бұрын
It gets all stretch but i can't fix it cuz i dont have the display options i dont have a lot of tools and i don't know how to add tools
@the_sheep_does_meme57744 жыл бұрын
did it :D
@Cleanser234 жыл бұрын
I've been fiddling with this to bake stuff to pull into my own renderer (not unity). I think there's a little bit of missing information if you have other textures applied to your original objects. If you re UV map the new object, it'll mess those up. The only way I can find to overcome that is to put the objects in the same space and do selected to active (even though they're the same polygon) so that the joined object could have it's own unique UV map and not mess up the others. Am I missing something?
@Cleanser234 жыл бұрын
Actually I figured it out I think, you can use the UV Map input with the original sub object's uv map and input to the Vector of your Image Texture node and then have a seperate UV Map for unwrapping the whole object that you select as active for render and bake
@OneWheelStudio4 жыл бұрын
Glad you got!
@moocow37122 жыл бұрын
does this work for metallic colors?
@joeyw84184 жыл бұрын
Is the texture baking affected by the lighting in your Blender scene?
@OneWheelStudio4 жыл бұрын
Most definitely! I found setting for like and saved it as my default/start scene
@joeyw84184 жыл бұрын
@@OneWheelStudio Thanks for the quick response!
@Netzerland3 жыл бұрын
yay! awesome tutorial!!
@AssassinateThisEzio4 жыл бұрын
This isn't working for some reason, it is like the textures aren't lining up the same within Unity. i am using the LWRP but my textures are appearing as blocked colors.
@OneWheelStudio4 жыл бұрын
Hmm, very strange sounds like the UV unwrapping didn't save. Did you re-import the model after unwrapping? Make sure your object is using the correct the mesh. Let me know if that doesn't work.
@AssassinateThisEzio4 жыл бұрын
@@OneWheelStudio Save the UV Wrap in Blender? I am able to open the blend file and see the UV Wrap in the UV Editor and the Texture in the UV editor even matches up, just seems there is a step not taking place between Blender and Unity that is causing it to not match up. I tried setting the resolution in the output dimensions to the same size as the texture file and that didn't seem to do anything. I am using LWRP in unity though and the problems started to start when i updated to that pipeline. Also the material node in Blender I did add all the Image Textures and applied the image to them, I just didn't connect it to the surface node, I believe that is what i am suppose to do. I apologize for the long response, UV Wrapping worked well for me before 2.8 haha.
@OneWheelStudio4 жыл бұрын
Yeah I’d try the model in a standard fresh unity project and see if that clears up the issue.
@AssassinateThisEzio4 жыл бұрын
@@OneWheelStudio Alright, thanks, that will at least tell me where the fault is!
@OneWheelStudio4 жыл бұрын
Yeah. If that still doesn’t work come on over to the OWS discord and share the blend file. Maybe we can crowd source a solution 😀
@riftwolf41965 жыл бұрын
So I've been having this issue when I transport my project from blender to unity using the fbx or saving it that unity will mess up all the materials and nothing looks right. Does unwrapping and baking it fix it? If so please tell me that would be great information to know.
@OneWheelStudio5 жыл бұрын
Honestly it’s frustrating. I’m not 100% sure why this happens but I’ve often had to manually set all the materials in unity. Most often I associate this problem with their being multiple materials with the same name in the unity project. I think carefully naming the materials in blender can help reduce this issue.
@OneWheelStudio5 жыл бұрын
Unwrapping and baking will help some in that you can reduce the number of materials too one. But there is still some manual work to be done.
@riftwolf41965 жыл бұрын
@@OneWheelStudio Alright, thank you very much!
@renishadesra73364 жыл бұрын
Helpful...too helpful. Thanx!
@yudingzhou86834 жыл бұрын
Very useful! Thanks
@Ar7ific1al4 жыл бұрын
I've been to three separate videos on how to bake textures in Blender. All of them using some version of 2.8. I'm on 2.83, and there is no Bake section in render properties. I'm going insane. Please someone tell me where this mystical Bake menu is.
@simonzhang3D4 жыл бұрын
you in eevve?
@Ar7ific1al4 жыл бұрын
@@simonzhang3D Ew, no, of course not! (Kidding, Eevee is pretty amazing, just not for rendering.) I actually managed to figure it out thanks to a comment on another video, just couldn't remember where I'd left this comment. Turns out baking isn't available with GPU on OptiX, only CPU on OptiX or CPU/GPU on CUDA. I use OptiX since it's significantly faster than CUDA and I have an RTX GPU, so I just have to change my settings if I want to bake.
@xso84765 жыл бұрын
Great Tutorial , thank you .
@minecrashinhard4 жыл бұрын
if your model already has textures made but comes up grey in unity you only need the ending albedo step
@ThatPopularKid194 жыл бұрын
I followed your guide fully, with 3 materials, but once I bake only one material gets baked.
@OneWheelStudio4 жыл бұрын
Hmm. That’s strange. Are all the faces selected when you bake the texture? Is there anything different or special about the materials that didn’t bake?
@vast6342 жыл бұрын
In the case of a low poly artstyle: a low poly tree, or low poly models in general, you can get a way with an 8x8 pixel texture. (64 colors, enough for that artstyle). Baking this is overkill, and just creates too much texture data. I would rather look into using bevels and face weighted normals to give the assets the extra pop.
@GadgetCave4 жыл бұрын
Whenever I press ok on the lightmap pack it says "no mesh object"
@OneWheelStudio4 жыл бұрын
So I'm assuming you have a mesh selected... Any chance you have something else selected too?
@not_herobrine37524 жыл бұрын
@@OneWheelStudio i must say, before you bake the lighting data into the image, you MUST have to have that image selected in the node editor
@doukasparissis54424 жыл бұрын
Thank you, that helped me a lot!
@drudey62745 жыл бұрын
Very informative. Thanks.
@tanbark43554 жыл бұрын
Great stuff.
@michaelysmaelfernandez44444 жыл бұрын
Im UE4 user thank you sir!
@southernharpin86814 жыл бұрын
how can i join meshes in blender 2.8? i can't find a way to do it
@OneWheelStudio4 жыл бұрын
Select the objects and press CRTL+J I've got a video were I join and apply modifiers in bulk. The join is at this link and the modifiers are before: kzbin.info/www/bejne/hJvJnX6dgsqjh9U
@zaccomusic4 жыл бұрын
amazing content I hope you keep update :)
@mikuevalon1764 жыл бұрын
Hello thank you so much for the tutorial it was just what I needed, however I am having some problems, in the project I am working on the final texture is blue when it's supposed to be a skintone color, it also has noise in it, is there a fix for this?
@OneWheelStudio4 жыл бұрын
Hmm. I'm sure there is a fix, but that's a hard one for me to know what's wrong.
@mikuevalon1764 жыл бұрын
@@OneWheelStudio ah well then thank you so much for the reply~doesn't hurt to ask
@Triffgits5 жыл бұрын
Ummm so how do I import the UV faithfully without it (the colours) being all screwed up by the albedo?
@OneWheelStudio5 жыл бұрын
I'm not sure I understand the problem. The UV coordinate data is separate from the colors. The colors are imported via the saved texture (png). Can you give me a bit more details as to what's going on?
@Triffgits5 жыл бұрын
@@OneWheelStudio in the end of your video the colours are not true to the colour data offered by the texture, they are washed out. If I simply but albedo to 0 will they be true to the provided texture?
@kennethkindrich31144 жыл бұрын
where can i activate the texture button in the tool bar to the right? i dont have one......
@OneWheelStudio4 жыл бұрын
Sorry, I'm not quite sure what you are referring to. Can you give me a time where it first shows up?
@kennethkindrich31144 жыл бұрын
@@OneWheelStudio its never been there since i updated blender to 2.8
@phantomplayer144 жыл бұрын
Thanks a lot!!! Amazing explanation!
@innerguardianXIII5 жыл бұрын
Once baked, is it still possible to edit the material or is it officially stuck as Baked?
@OneWheelStudio5 жыл бұрын
I'm not 100% sure on what you mean by "stuck." You can always go back into Blender and "rebake" the texture. In Unity you can edit the material properties all you want - the baked texture is just one of the material properties. So you can tint the material, change the smoothness, etc. You can also swap out the material in Unity for any other material, but the UVs are likely going to make things look strange unless it's a solid color material. You do lose some flexibility within Unity, but I think the end result is a better looking model. Does that answer your question? Let me know if it doesn't.
@innerguardianXIII5 жыл бұрын
@@OneWheelStudio Well what I mean by stuck is as you baked it to a low poly, it will look like that and cannot be changed at all, not even with colour.
@OneWheelStudio5 жыл бұрын
@@innerguardianXIII To change the colors you will need to go back to Blender. Inside Blender you can change the color of the materials and re-bake the texture - this is the reason I duplicate the model so much. With this method you do lose the ability to completely change the color while inside Unity. It's a trade off. Another approach is to bake just the "ambient occlusion" data which will result in a black and white texture. Use this texture in the "albedo channel" then you can then tint the colors in Unity. This can give pretty good results. If you are trying to get a realistic or at least non low poly look then you will want to unwrap the model with a more sophisticated approach.
@Franz_cpp4 жыл бұрын
Do i do this same method to make custom textures for the creationkit?
@OneWheelStudio4 жыл бұрын
I’m not familiar with the creation kit but I think it might be 2D? This method is for low poly 3D models.
@tmf50554 жыл бұрын
When i try to do the lightmap pack it returns a divide by zero error with a big wall of error text can anyone help?
@OneWheelStudio4 жыл бұрын
That's definitely a new one for me! Does this happen if you try to unwrap something different? Say just a standard cube?
@tmf50554 жыл бұрын
@@OneWheelStudio Just tried a standard cube and it worked fine. Thanks for the quick reply :)
@OneWheelStudio4 жыл бұрын
I found a post with a similar error. Sounds like you may need to merge verts... The second response has a possible solution. Not sure what version of Blender they have, but that command (merge by distance) should still be there, but might be a different menu. Here's the post: developer.blender.org/T68845
@tmf50554 жыл бұрын
@@OneWheelStudio thank you!!
@rektlesss88224 жыл бұрын
Good teacher
@jochenpanjaer9805 жыл бұрын
You have an object consisting of 2 colours, then why would you go for a texture the size of 1024? Isn’t 64 or 128 enough?
@OneWheelStudio5 жыл бұрын
It just depends on the detail that you want. With small textures it’s likely that you could see some the individual pixels in the game.
@OneWheelStudio5 жыл бұрын
Also you can check out my video on color palettes. That approach allows very small textures to be used at least for low poly style models. kzbin.info/www/bejne/Y2rGpoeghKeVn68