Texturing/Panting

UV Map

Texturing

Painting

Texture Baking

  • Texture Baking .

  • Motivations :

    • Have procedural effects baked into a texture, so it can be rendered in game engine materials.

    • High-poly to low-poly conversion:

      • Used to maintain the high-poly detail quality on a low-poly model.

  • Precautions :

    • An invisible object can affect baking/rendering.

      • Visibility icon is ignored; only the Render icon matters.

  • Color Space Choice :

    • For 'Base Color/Albedo/Diffuse' or 'Emissive':

      • Use sRGB

    • For other maps:

      • Use Non-color.

        • Ensures correct baking results, avoiding color space conversions that could alter the bake.

        • Only takes linear mathematical values.

        • 'Linear' also seems to work.

  • Bake Quality :

    • Cycles samples:

      • Preview: 10 samples.

      • High-quality: 512 samples.

  • Baking {9:40 -> 22:00} .

    • Tips:

      • Leave Cycles samples at 10; it's enough.

      • Baking Emit using the 'Node Wrangler' trick; used for Metallic baking.

      • Can create an RGB node to store baking info for channels without a texture.

      • Margin value can be adjusted to control UV texture bleed.

  • Baking many objects into the same texture .

    • Manipulates object UVs, considering texture margin between baked objects.

  • Baking the Normal Map of a high-poly model for a low-poly model .

  • Baking the Normal Map of a high-poly model for a low-poly model using a "cage" .

  • Baking Ambient Occlusion .

  • Baking Ambient Occlusion .

    • It is explained that the 'glTF Settings' node in the Shader Graph is really a 'dead-end', not displaying any result in the image preview in Blender, only ensuring that the AO information is exported to the glTF file during material export.

    • The reason AO is placed in this 'dead-end' is due to Blender's Shader Graph not supporting 'Occlusion', since it was made for Cycles, which calculates AO in real-time. This may change in the future if Blender adds support for Eevee.

    • AO baking is somewhat awkward, as Blender allows baking using Cycles, but it is not possible to see the texture result in Eevee due to this lack of support.

    • The rest of the video shows:

      • Some fixes in AO baking due to geometry normals and textures appearing in front during render.

      • Final process to ensure AO export in the glTF file.

  • Baking the Cavity Map of a high-poly model, to be used by a low-poly model .

  • Baking the Cavity Map of a high-poly model, to be used by a low-poly model .

  • Baking Ambient Occlusion of a high-poly model, to be used by a low-poly model .

    • The only thing done is Ambient Occlusion baking in Cycles. Supposedly, the existence of the Normal Map is required for Ambient Occlusion to be baked.

  • Using some baked textures .

    • {0:13 -> 0:32}

      • A new texture is created where the Base Color Texture Paint will be applied. This texture is then multiplied by the CavityMap texture, resulting in a mixture of both textures.

    • {3:45 -> 4:24}

      • Discusses the process of baking the result of mixing both textures into a single Base Color texture.

      • It's somewhat strange that in addition to using the CavityMap texture as a mix with the Base Color, it is also used for Roughness; the reason is unclear.