UV Map
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UV Seams .
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The value is a percentage.
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Using 0.008 or 0.01 is fine.
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Improve space in the textures, by symmetry .
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Do not create UVs for faces inside the geometry.
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Do not create UVs for geometry that repeats and should share the same texture.
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He does not explain how to recover deleted geometry, or how to make deleted geometry have the same UV as the other.
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Texturing
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Texturing with: 'Pixel Palette Texture' x 'Trim Sheet Textures' x 'Single Atlas' x 'Multi Atlas' .
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Depends on the art style, but all are interesting.
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Materialize App :
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Generation of PBR Textures
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Painting
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Painting multiple textures at the same time, blending the result .
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Manually painting the Bump Map .
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It is a good way to give 'volume' / 'relief' to an object.
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The brush changes shape according to the texture used.
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Usually black-and-white textures are used.
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Painting with a texture as Mask .
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While the Mask is active, a visual wrap of the texture is applied around the object. Painting while it is active will 'draw' the mask texture onto the object.
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Texture Baking
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Motivations :
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Have procedural effects baked into a texture, so it can be rendered in game engine materials.
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High-poly to low-poly conversion:
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Used to maintain the high-poly detail quality on a low-poly model.
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Precautions :
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An invisible object can affect baking/rendering.
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Visibility icon is ignored; only the Render icon matters.
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Color Space Choice :
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For 'Base Color/Albedo/Diffuse' or 'Emissive':
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Use sRGB
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For other maps:
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Use Non-color.
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Ensures correct baking results, avoiding color space conversions that could alter the bake.
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Only takes linear mathematical values.
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'Linear' also seems to work.
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Bake Quality :
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Cycles samples:
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Preview: 10 samples.
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High-quality: 512 samples.
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Tips:
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Leave Cycles samples at 10; it's enough.
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Baking Emit using the 'Node Wrangler' trick; used for Metallic baking.
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Can create an RGB node to store baking info for channels without a texture.
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Margin value can be adjusted to control UV texture bleed.
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Baking many objects into the same texture .
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Manipulates object UVs, considering texture margin between baked objects.
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Baking the Normal Map of a high-poly model for a low-poly model .
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Baking the Normal Map of a high-poly model for a low-poly model using a "cage" .
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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.
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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.
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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.
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The rest of the video shows:
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Some fixes in AO baking due to geometry normals and textures appearing in front during render.
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Final process to ensure AO export in the glTF file.
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Baking the Cavity Map of a high-poly model, to be used by a low-poly model .
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Baking the Cavity Map of a high-poly model, to be used by a low-poly model .
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Baking Ambient Occlusion of a high-poly model, to be used by a low-poly model .
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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.
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{0:13 -> 0:32}
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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.
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{3:45 -> 4:24}
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Discusses the process of baking the result of mixing both textures into a single Base Color texture.
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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.
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