How to Unwrap and Bake Textures in Blender 2.8, 2.9, 3.0, 3.1 and 3.2?

  Рет қаралды 147,116

One Wheel Studio

One Wheel Studio

Күн бұрын

Пікірлер: 268
@joshuawolf6328
@joshuawolf6328 5 жыл бұрын
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.
@kccreationsgaming
@kccreationsgaming 5 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)_*
@RSpracticalshooting
@RSpracticalshooting 4 жыл бұрын
Dude this comment was exactly what I needed!
@RubenNielsen
@RubenNielsen 4 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.
@aoi7910
@aoi7910 4 жыл бұрын
@@RSpracticalshooting Thank you for the long comment
@cupcake-gameclip5129
@cupcake-gameclip5129 4 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
@afrodite8685
@afrodite8685 4 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.
@aim1hly461
@aim1hly461 3 жыл бұрын
been looking FOREVER for something like this, baking didnt work with other tutorials but worked here and only took 5 seconds
@sabulinehorizon7080
@sabulinehorizon7080 4 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.
@goldiebloxYT
@goldiebloxYT 4 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!
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
Glad I could help
@akshay_rc
@akshay_rc 4 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.
@bethelakinyemi6978
@bethelakinyemi6978 4 жыл бұрын
Dis guy is one of the few humans in the world, that knows how to teach honestly.
@angelgargola
@angelgargola 2 жыл бұрын
thank you man!!! at last, this tutorial helped me add an animated and textured model into buildbox...and it works!
@Inlet
@Inlet 4 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.
@OneWheelStudio
@OneWheelStudio 4 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.
@cihadturhan
@cihadturhan 4 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!
@antominom8175
@antominom8175 3 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
@tobysto
@tobysto 3 жыл бұрын
THANKYOU!!!! this helped so much ive been looking for ages
@heyimbilly6547
@heyimbilly6547 4 жыл бұрын
Straight to the point, helped a lot with my projects. Thank you!
@marinamaievska700
@marinamaievska700 3 жыл бұрын
the best tutorial I've watched.
@rookandpawn
@rookandpawn 4 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.
@shawnateiagd7697
@shawnateiagd7697 4 жыл бұрын
you are awesome, I tried to do this for 3 1/2 hours before i found your video THANK YOU
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
Glad it was helpful :)
@shamskalappatt7665
@shamskalappatt7665 4 жыл бұрын
This was my most frustrating problem. Thanks so much!
@spovah2789
@spovah2789 3 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
@liamhill3263
@liamhill3263 4 жыл бұрын
great tutorial series man, paced well and explained really clearly!
@hklbly
@hklbly 4 жыл бұрын
Agreed. Absolutely deserves more audience, this one.
@victorzhang6859
@victorzhang6859 4 жыл бұрын
saved me for last minute game jam lol
@danielloaiza4620
@danielloaiza4620 4 жыл бұрын
Excellent tutorial!! It was a fast and a very well explained tutorial, the unity part helped too! keep doing this!
@regulusstudio2575
@regulusstudio2575 4 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?
@visiochannel2
@visiochannel2 3 жыл бұрын
When baking , remember to select the image texture node in shader editor.
@Memenov1
@Memenov1 3 жыл бұрын
Thanks lol, i was struggling too long
@visiochannel2
@visiochannel2 3 жыл бұрын
@@Memenov1 ;)
@horatiudanciu377
@horatiudanciu377 5 жыл бұрын
This is so simple now for me, but it took 3 h to figured out. Where were you 3 months ago? :D
@OneWheelStudio
@OneWheelStudio 5 жыл бұрын
Ha! Right? If only we knew then what we know now.
@justintruelove538
@justintruelove538 4 жыл бұрын
Excellent tutorial, thanks!
@vulfixevenlapa8179
@vulfixevenlapa8179 3 жыл бұрын
No idea why, but if I follow the exact actions it still doesn't work for me
@ZlotyChannel
@ZlotyChannel 3 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.
@navc8522
@navc8522 4 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?
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
I’m not sure of a way to fix this other than working with the UV map. Sorry
@aplutypus7599
@aplutypus7599 2 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
@hasanbasryand6880
@hasanbasryand6880 2 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-lk5ii
@HatsuneMiku-lk5ii 3 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?
@JJNTFUND
@JJNTFUND 5 жыл бұрын
Thanks so much this videos you make, make it easier for me to use blender.
@bceng89
@bceng89 3 жыл бұрын
there are so many things going on that are not matching what's happening on my computer
@spriterfighterstudio4574
@spriterfighterstudio4574 4 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
@OneWheelStudio
@OneWheelStudio 4 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.
@djkaalo248
@djkaalo248 4 жыл бұрын
thanks man! this video really helped me out. thumbs up.
@uajrh1
@uajrh1 4 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??
@OneWheelStudio
@OneWheelStudio 4 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)?
@madkillerz007
@madkillerz007 4 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?
@burgerkingofficialyoutubec2798
@burgerkingofficialyoutubec2798 3 жыл бұрын
A question. When you did that thing with the lightmap pack, which one do you use when your model is more realistic?
@OneWheelStudio
@OneWheelStudio 3 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.
@linezgames3893
@linezgames3893 3 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.
@OneWheelStudio
@OneWheelStudio 3 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-lo2xe
@Henry-lo2xe 3 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-lo2xe
@Henry-lo2xe 3 жыл бұрын
ok so I have now gave each part a material and rejoined it, fingers crossed it works this time
@Henry-lo2xe
@Henry-lo2xe 3 жыл бұрын
funny enough, That actually solved the problem in unity, :)
@kiranpabraham7904
@kiranpabraham7904 4 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
@OneWheelStudio
@OneWheelStudio 4 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.
@kiranpabraham7904
@kiranpabraham7904 4 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
@jeimoall
@jeimoall 3 жыл бұрын
Could anyone help me? I do exactly the same process, but my bake returns a transparent image.
@Gergrye
@Gergrye 4 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
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
Maybe you're on a newer version and they changed the menus again? Either way glad it helped!
@cheeselover0743
@cheeselover0743 4 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)
@OneWheelStudio
@OneWheelStudio 4 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.
@cheeselover0743
@cheeselover0743 4 жыл бұрын
One Wheel Studio thx
@monakassem3722
@monakassem3722 4 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?
@OneWheelStudio
@OneWheelStudio 4 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.
@doodlebird858
@doodlebird858 3 жыл бұрын
Can you please make this same tutorial but it works in eevee? Whenever I render in cycles, blender does not respond.
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
Unless something has changed I don't believe that Eevee has the option to bake materials. Sorry :(
@doodlebird858
@doodlebird858 3 жыл бұрын
@@OneWheelStudio Alright. I will redo the nexture once I import my model to unity.
@THISISSPARTA827
@THISISSPARTA827 3 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?
@OneWheelStudio
@OneWheelStudio 3 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.
@mehrzadfalak
@mehrzadfalak 3 жыл бұрын
Thanks for the tutorial. But does this method work for transparency, normal maps, glossy shader, metalicness and other complex shaders as well?
@OneWheelStudio
@OneWheelStudio 3 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 :)
@AAvirusAA
@AAvirusAA 3 жыл бұрын
Finally! Thanks!
@taranjk1
@taranjk1 2 жыл бұрын
Holy fuck this is godlike
@artemedutech
@artemedutech 4 жыл бұрын
but what if i have a wave texture node material. how to bake it?
@femsy5330
@femsy5330 3 жыл бұрын
This is Gold! Thank you!
@medmel2160
@medmel2160 4 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..
@brandonvance9688
@brandonvance9688 4 жыл бұрын
Med Mel that is my question too!
@OneWheelStudio
@OneWheelStudio 4 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.
@leothiery
@leothiery 4 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
@OneWheelStudio
@OneWheelStudio 4 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.
@leothiery
@leothiery 4 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 !
@crispymexican8153
@crispymexican8153 3 жыл бұрын
So I got the baking done, but the image doesn't show color. How do I fix that?
@OneWheelStudio
@OneWheelStudio 3 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.
@afarman87
@afarman87 4 жыл бұрын
Thank you! Clear and concise.
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
That’s the goal! Glad it was useful for you.
@protossscud8435
@protossscud8435 4 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 ?
@OneWheelStudio
@OneWheelStudio 4 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_tree
@weeb_tree 3 жыл бұрын
Can someone help me? When I bake, my image turns way darker than the colors the materials have?
@OneWheelStudio
@OneWheelStudio 3 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_tree
@weeb_tree 3 жыл бұрын
@@OneWheelStudio Welp, I tried but it didn't work. Thanks for responding though.
@HiddenTheAnimator
@HiddenTheAnimator 4 жыл бұрын
Help I keep getting "No active image found in material "Red.004" (7) for object "Cylinder.008" any fixes?
@andrejmishovski4231
@andrejmishovski4231 4 жыл бұрын
same u fixed it?
@dauxgaming577
@dauxgaming577 3 жыл бұрын
can u help me i dont know what to do i cell shadded these textures in blender but it never imports right
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
Sorry, haven't done anything with cell shading.
@sunbea4477
@sunbea4477 4 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?
@OneWheelStudio
@OneWheelStudio 4 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."
@damadmax
@damadmax 4 жыл бұрын
Great tutorial. But are there any implications with mipmapping when using lightmap uv ?
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
That’s a good question. I’m not totally sure. I would guess it should work pretty well.
@Ricovandijk
@Ricovandijk 4 жыл бұрын
When I press bake, it says: object "thing" is not enabled for rendering, any suggestions? thanks!
@vaibhav2285
@vaibhav2285 4 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!😅
@toringaming723
@toringaming723 3 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.
@OneWheelStudio
@OneWheelStudio 3 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 :)
@toringaming723
@toringaming723 3 жыл бұрын
@@OneWheelStudio oh can you pls make a tutorial for that? Or any tutorials that do that?
@OneWheelStudio
@OneWheelStudio 3 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. :)
@toringaming723
@toringaming723 3 жыл бұрын
@@OneWheelStudio thank you. Also yeah that’s understandable videos are hard to make.
@stanleybishop9991
@stanleybishop9991 4 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 :)
@OneWheelStudio
@OneWheelStudio 4 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.
@stanleybishop9991
@stanleybishop9991 4 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"
@OneWheelStudio
@OneWheelStudio 4 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.
@stanleybishop9991
@stanleybishop9991 4 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-Steven
@Even-Steven 4 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?
@GamerReality
@GamerReality 5 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?
@OneWheelStudio
@OneWheelStudio 5 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.
@GamerReality
@GamerReality 5 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.
@jack4fun875
@jack4fun875 4 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?
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
Have you done the step shown here: kzbin.info/www/bejne/mWPYpWOKp8iXn5I For each material?
@jack4fun875
@jack4fun875 4 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?
@twitchtwitch9006
@twitchtwitch9006 3 жыл бұрын
my image turns black or just in general super dark when i bake, why?
@OneWheelStudio
@OneWheelStudio 3 жыл бұрын
Do you have lights in your scene? If you do a regular render is everything dark?
@lordofkebabs9448
@lordofkebabs9448 4 жыл бұрын
is it normal for the texture to change in the viewfinder when you click lightmap pack?
@OneWheelStudio
@OneWheelStudio 4 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.
@poppy6
@poppy6 3 жыл бұрын
Thank you i finally understand
@MixieMew
@MixieMew 4 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?
@OneWheelStudio
@OneWheelStudio 4 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. :)
@MixieMew
@MixieMew 4 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.
@OneWheelStudio
@OneWheelStudio 4 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_meme5774
@the_sheep_does_meme5774 4 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?
@OneWheelStudio
@OneWheelStudio 4 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_meme5774
@the_sheep_does_meme5774 4 жыл бұрын
@@OneWheelStudio yeah i wanted to try it :) ty man u rly helped me btw great tutorial
@the_sheep_does_meme5774
@the_sheep_does_meme5774 4 жыл бұрын
I hope it will fix the fact that the texture dont feet in unity
@the_sheep_does_meme5774
@the_sheep_does_meme5774 4 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_meme5774
@the_sheep_does_meme5774 4 жыл бұрын
did it :D
@Cleanser23
@Cleanser23 4 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?
@Cleanser23
@Cleanser23 4 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
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
Glad you got!
@moocow3712
@moocow3712 2 жыл бұрын
does this work for metallic colors?
@joeyw8418
@joeyw8418 4 жыл бұрын
Is the texture baking affected by the lighting in your Blender scene?
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
Most definitely! I found setting for like and saved it as my default/start scene
@joeyw8418
@joeyw8418 4 жыл бұрын
@@OneWheelStudio Thanks for the quick response!
@Netzerland
@Netzerland 3 жыл бұрын
yay! awesome tutorial!!
@AssassinateThisEzio
@AssassinateThisEzio 4 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.
@OneWheelStudio
@OneWheelStudio 4 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.
@AssassinateThisEzio
@AssassinateThisEzio 4 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.
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
Yeah I’d try the model in a standard fresh unity project and see if that clears up the issue.
@AssassinateThisEzio
@AssassinateThisEzio 4 жыл бұрын
@@OneWheelStudio Alright, thanks, that will at least tell me where the fault is!
@OneWheelStudio
@OneWheelStudio 4 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 😀
@riftwolf4196
@riftwolf4196 5 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.
@OneWheelStudio
@OneWheelStudio 5 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.
@OneWheelStudio
@OneWheelStudio 5 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.
@riftwolf4196
@riftwolf4196 5 жыл бұрын
@@OneWheelStudio Alright, thank you very much!
@renishadesra7336
@renishadesra7336 4 жыл бұрын
Helpful...too helpful. Thanx!
@yudingzhou8683
@yudingzhou8683 4 жыл бұрын
Very useful! Thanks
@Ar7ific1al
@Ar7ific1al 4 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.
@simonzhang3D
@simonzhang3D 4 жыл бұрын
you in eevve?
@Ar7ific1al
@Ar7ific1al 4 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.
@xso8476
@xso8476 5 жыл бұрын
Great Tutorial , thank you .
@minecrashinhard
@minecrashinhard 4 жыл бұрын
if your model already has textures made but comes up grey in unity you only need the ending albedo step
@ThatPopularKid19
@ThatPopularKid19 4 жыл бұрын
I followed your guide fully, with 3 materials, but once I bake only one material gets baked.
@OneWheelStudio
@OneWheelStudio 4 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?
@vast634
@vast634 2 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.
@GadgetCave
@GadgetCave 4 жыл бұрын
Whenever I press ok on the lightmap pack it says "no mesh object"
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
So I'm assuming you have a mesh selected... Any chance you have something else selected too?
@not_herobrine3752
@not_herobrine3752 4 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
@doukasparissis5442
@doukasparissis5442 4 жыл бұрын
Thank you, that helped me a lot!
@drudey6274
@drudey6274 5 жыл бұрын
Very informative. Thanks.
@tanbark4355
@tanbark4355 4 жыл бұрын
Great stuff.
@michaelysmaelfernandez4444
@michaelysmaelfernandez4444 4 жыл бұрын
Im UE4 user thank you sir!
@southernharpin8681
@southernharpin8681 4 жыл бұрын
how can i join meshes in blender 2.8? i can't find a way to do it
@OneWheelStudio
@OneWheelStudio 4 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
@zaccomusic
@zaccomusic 4 жыл бұрын
amazing content I hope you keep update :)
@mikuevalon176
@mikuevalon176 4 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?
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
Hmm. I'm sure there is a fix, but that's a hard one for me to know what's wrong.
@mikuevalon176
@mikuevalon176 4 жыл бұрын
@@OneWheelStudio ah well then thank you so much for the reply~doesn't hurt to ask
@Triffgits
@Triffgits 5 жыл бұрын
Ummm so how do I import the UV faithfully without it (the colours) being all screwed up by the albedo?
@OneWheelStudio
@OneWheelStudio 5 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?
@Triffgits
@Triffgits 5 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?
@kennethkindrich3114
@kennethkindrich3114 4 жыл бұрын
where can i activate the texture button in the tool bar to the right? i dont have one......
@OneWheelStudio
@OneWheelStudio 4 жыл бұрын
Sorry, I'm not quite sure what you are referring to. Can you give me a time where it first shows up?
@kennethkindrich3114
@kennethkindrich3114 4 жыл бұрын
@@OneWheelStudio its never been there since i updated blender to 2.8
@phantomplayer14
@phantomplayer14 4 жыл бұрын
Thanks a lot!!! Amazing explanation!
@innerguardianXIII
@innerguardianXIII 5 жыл бұрын
Once baked, is it still possible to edit the material or is it officially stuck as Baked?
@OneWheelStudio
@OneWheelStudio 5 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.
@innerguardianXIII
@innerguardianXIII 5 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.
@OneWheelStudio
@OneWheelStudio 5 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_cpp
@Franz_cpp 4 жыл бұрын
Do i do this same method to make custom textures for the creationkit?
@OneWheelStudio
@OneWheelStudio 4 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.
@tmf5055
@tmf5055 4 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?
@OneWheelStudio
@OneWheelStudio 4 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?
@tmf5055
@tmf5055 4 жыл бұрын
@@OneWheelStudio Just tried a standard cube and it worked fine. Thanks for the quick reply :)
@OneWheelStudio
@OneWheelStudio 4 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
@tmf5055
@tmf5055 4 жыл бұрын
@@OneWheelStudio thank you!!
@rektlesss8822
@rektlesss8822 4 жыл бұрын
Good teacher
@jochenpanjaer980
@jochenpanjaer980 5 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?
@OneWheelStudio
@OneWheelStudio 5 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.
@OneWheelStudio
@OneWheelStudio 5 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
@jochenpanjaer980
@jochenpanjaer980 5 жыл бұрын
@@OneWheelStudio Cool thanks!
Change Your Understanding of Topology In Six Minutes
6:58
DECODED
Рет қаралды 946 М.
How to whistle ?? 😱😱
00:31
Tibo InShape
Рет қаралды 13 МЛН
Osman Kalyoncu Sonu Üzücü Saddest Videos Dream Engine 262 #shorts
00:20
黑的奸计得逞 #古风
00:24
Black and white double fury
Рет қаралды 13 МЛН
DID A VAMPIRE BECOME A DOG FOR A HUMAN? 😳😳😳
00:56
Blender how to Reduce Poly Count and Bake Textures
8:06
Markom3D
Рет қаралды 364 М.
The *EASIEST* way to unwrap w/ Texture atlas - Blender
7:02
Thomas Potter
Рет қаралды 4,6 М.
3 Hours vs. 3 Years of Blender
17:44
Isto Inc.
Рет қаралды 5 МЛН
Baking Multiple Textures onto One Map | No Plugins
9:15
Grant Abbitt (Gabbitt)
Рет қаралды 272 М.
Making Minecraft from scratch in 48 hours (NO GAME ENGINE)
16:38
How I made this battle scene in blender
11:05
FxForge
Рет қаралды 664 М.
How to Use Color Palettes with Low Poly Models in Unity and Blender 2.8?
4:20
Dear Game Developers, Stop Messing This Up!
22:19
Jonas Tyroller
Рет қаралды 720 М.
Bake Multiple Materials to One Texture Map (Blender Tutorial)
12:54
Ryan King Art
Рет қаралды 283 М.
How to whistle ?? 😱😱
00:31
Tibo InShape
Рет қаралды 13 МЛН