TextureBakingTutorial

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Revision as of 12:23, 6 October 2007 by Kaelisebonrai (Talk | contribs)

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Baking

  • Use materials, and/or textures to make your model look like what you want it to.
  • Next, UVMap the model, use seams, whatever, do it how you would normally do it.
  • After this, if your material in Blender has no "texture" parts, add a blank one.
  • Use the UVfaceselect mode and the UV/Image editor windows to make a new "Image" that the texture will be baked onto.
  • From here, select the Render sub-menu in the "buttons window" then, the "Bake" Tab within that. Select what you want to bake, (ambient occlusion, I'm not sure its full purpose, but, could be for painting your texture onto it, later. Full render is what I use, personally, this uses the lighting in the scene, which might not be useful for you, though. Textures is just the textures, as it were. "Normal Map" (iirc) is object-mode normal mapping, not useful for game-projects, as far as I know.).
  • It should start rendering it to the Image/UVMap in the UV/Image Editor Window.
  • When it is done, save the texture using "Save As" in the UV/Image Editor Window. (I save it as a PNG file)

Using the Baked Texture

  • Basically, the texture should be used like any UVMapped Texture.


--Kaelisebonrai 04:21, 11 September 2007 (CEST)

Normal Map Baking

  • Download and apply this material to your model. [1]
  • Next, bake as above, with full render baking.
  • As with baking the texture, save it using "Save As" in the UV/Image Editor Window (Again, I save as a PNG file)

Using the Baked Normal Map

  • Apply as you would any UVMapped Normal Map.

--Kaelisebonrai 14:23, 6 October 2007 (CEST)