To anyone who may have a problem with the UV map/image colors not fitting in the UV map and edges having bad/different colors! ! You can create seams (mark the edge + ctrl + E, and choose "mark seam"), you can create those around different color patches so they won't get mix up with different colors during bakeing. Alternatively you can Select All in edit mode and mark everything as seam, bake, select everything in the UVeditor, change pivot to individual origins and scale down a little bit. PS: I ain't expert so it's pretty much just a workaround, but if it works it works i guess.
@nneptdotnet6 ай бұрын
THANK YOU!
@Lilly_PK8 күн бұрын
The errors are caused by not selecting the GPU you want to use in the preferences. Optix for Nvidia and CPU, cuda for Nvidia (only select your GPU) oneapi for amd
@mannyjohnson83833 жыл бұрын
Wow very helpful info, great tutorial thanks!
@shreysatija38343 жыл бұрын
Thanks for making the channel I learned many things from you
@1KOLYANOS1 Жыл бұрын
Thank you Joey! I've used your tutorial made a character, rigged them, and animated. But when I tried to import them in Unity there were no material, while everything other was alright, and sadly Unity doesn't support vertex color shaders, man I've been sad, searched for other solutions, but just had to not rush and watch this little series about Magica voxel fully. Tomorrow will try baking textures, think it will help
@marvelousmoore Жыл бұрын
Did it help
@1KOLYANOS1 Жыл бұрын
@@marvelousmooreit was half an year ago, but I remember that I found solution. Maybe it did. Give this method a try
@_TetKaneda Жыл бұрын
Great tutorial. Great contribution. You have my like. Greetings
@kazekageno77113 жыл бұрын
First question: Does this procedure apply to static and dynamic "props" that may only get knocked over or something but don't have their own armatures?
@JoeyCarlino3 жыл бұрын
It works for both static and dynamic objects. Using a UV map specifically works better for deforming meshes compared to using something like a procedural texture with object coordinates.
@kazekageno77113 жыл бұрын
@@JoeyCarlino Okay. However, is it "neccessary" to UV unwrap an a "prop" like a wall or box that in itself doesn't animate with an armature. I apologize for asking such questions but I am new to the game dev field and don't know where to go to learn these specifics.
@JoeyCarlino3 жыл бұрын
Yes, you have to unwrap an object for the uv map to work. I think all of the primitives have default UV maps already but you need to unwrap models you make yourself, like in the video.
@JoeyCarlino3 жыл бұрын
Smart uv project is good for when you want to be quick.
@kazekageno77113 жыл бұрын
@@JoeyCarlino Thank you. This just means that it'll take me some time to unwrap all the models I've made and will make for my game. Last I checked it was 300+ made in Magicavoxel... Oh boy lol
@xeelee5432 жыл бұрын
oh man, thank you so much
@Krebozzi2 жыл бұрын
I know this is an old video but hopefully someone will have an answer. I'm currently on the diffuse portion of the video and whenever I hit bake, the uv map just comes out as one color. And of course, when I drag its node to the base color, the model comes out as that model color. Any idea what went wrong?
@thundernawa80102 жыл бұрын
how do you bake pallete uvs into UV textures?
@filipemecenas2 жыл бұрын
Thanks , thats help me alot !!!
@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.
@mynameiswalrus38232 жыл бұрын
Can you reduce the number of vertices after you bake a texture ? I tries to bake the texture, apply decimate modifier and when i put the texture on it's all messed up.
@JoeyCarlino2 жыл бұрын
If the mesh is different the baked texture will probably act differently too. In my experience the UV map doesn't work well if you decimate or remesh. Subdiv modifier usually works okay though.
@mynameiswalrus38232 жыл бұрын
@@JoeyCarlino Thanks !
@mynameiswalrus38232 жыл бұрын
@@JoeyCarlino Hey ! I found a way to optimize a voxel mesh, apparently it can only be done with a plugin. A dude who created it shows how to do that in this vid kzbin.info/www/bejne/bIPGXnuiaN6IfLM
@JoeyCarlino2 жыл бұрын
I show how to clean models from MagicaVoxel in the video before this one also. The plugin seems like it works too though.
@mynameiswalrus38232 жыл бұрын
@@JoeyCarlino Do you mean this video kzbin.info/www/bejne/mJzRkKh3Z8SkmMU ? It sure does help alot with reducing the vertex count but it can be reduced further. Any idea how that can be done without a plugin and so that the textures work still work ?