How To Bake Texture Maps | Blender 3.5 Beginners Tutorial

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hi everyone welcome to my channel in this tutorial we'll learn how to bake Textures in blender texture baking is a process of transferring texture and material data into image textures we can bake color Maps roughness Maps normal Maps metallic Maps Etc there can be many reasons to bake textures let's say we designed a 3D model in blender and created procedural materials and textures with blender nodes in order to export the model to another 3D software with textures we need to bake the textures before exporting because procedural materials cannot work outside of blender they need to be converted to image Textures in this way we can export the model to game engine such as unity and unreal or another 3D software complex materials slow down blender and other software especially when we work with large scenes we can bake the materials into image textures so 3D programs won't spend lots of time Computing and rendering it's very important for game developers texture baking can also be used to optimize a high poly mesh for game engines we can add some details to low poly models without high polygon numbers in other words we can transfer the high poly mesh data to a low poly mesh it is a very useful technique for making animation and game characters alright in this tutorial we will create a procedural material for the barrel model and bake the material into image textures I will share the model download link in the video description let's switch the timeline Editor to the Shader editor select the barrel and click on the new button to add a material switch to render preview mode we're going to use environment texture for lighting go to the World Properties tab click on the color node and choose any hdri image I will share the download link in the video description foreign click on the render properties tab scroll down to the film section and enable the transparent option so the world background becomes transparent before going on we're going to enable the node Wrangler add-on it will make it easy to add the nodes go to the edit menu preferences and click on the add-on tab search for node Wrangler and enable the add-on in the Shader editor press shift a and add a voranoi texture select the voronoi texture node and press Ctrl T So texture coordinates and mapping nodes will be added automatically switch the texture coordinate node to the object in order to see the voronoi texture on the model press shift control and left click on the texture node press the same key combination to switch to the color node of the voronoi texture switch the distance metric to minkowski set the scale value to 80. alright we will control the roughness of the material with this colored voronoi texture plug the color node into the roughness node plug the principled Shader into the material output set the metallic value all the way up to 1. set the base color to gray just a little bit as you can see the material has become completely metallic and some parts of the surface look reflective and some parts look rough we can control the roughness level by adding a color ramp node when we Slide the black color stop to the right reflective Parts become more reflective we can also add fake depth on the surface using a bump node plug the color node into the height node of the bump node plug the normal node into the normal node when we Slide the strength value we can see the fake depth effect on the material surface set the strength value to 0.05 now let's text your painting on the material click on the texture painting workspace we need a UV map of the model we already have a UV map of this model if you don't have one you need to unwrap UV for texture painting click on the plus icon to add a new painting slot choose the base color and give a name set the pixel value to 2048 pixels switch to material preview mode choose the brush color to Red hold down the middle Mouse button and scroll horizontally top menu switch the stroke type to the line on the image editor hold down the left click and drag the mouse numpad 1 to switch to front view click on the texture properties Tab and add a PNG image go to the texture menu switch the mapping method to stencil hold down the right Mouse to drag the image hold down the shift and right click and drag the mouse to scale the image switch the stroke method to space choose the white color for the brush and paint the image go back to the layout workspace again there we go now we have SIMPLE procedural material for the model alright it's time to text your baking in order to bake materials we need a UV map of the model click on the UV editing workspace as you can see we already have a UV map of the model let's say you don't have a UV map I will show you how to unwrap UV practically open up the UV map section click on the plus icon to add a new UV map hit the a key to select all vertices of the model go to the UV menu and smart UV project set the island margin value to 0.02 so it will prevent that UV Island overlap each other click on the OK button there we go finally go to the select menu and select overlap if any UV island is not selected it means we don't have an overlapping problem alright now we have two different UV Maps choose any UV map you want to bake the textures let's select the UV map we have just created then go back to the layout workspace we need an image texture node to bake texture Maps press shift a and add an image texture node we won't plug this node into any node we just use this node to bake image textures click on the create button to create a new image first let's create the color map it's also called a diffuse map it defines the color and pattern of the object rename the image as the diffuse map set the resolution of the image to 2048 pixels you can set the resolution higher or lower value if you need higher values allow us to see the model in detail but it takes longer to bake and render then click on the OK button the color space will be RGB because this image will directly contribute to the color data of the model split the 3D viewport window into two switch the new window to the image editor choose the image we have just created once the baking process is done we'll see the baked image here now let's make the render settings before baking go to the render properties tab the render engine has to be Cycles because EV doesn't support texture baking you can use both GPU or CPU devices to render I will leave this at GPU for faster baking set the maximum sample number to 10 for render it allows us to bake faster and it won't affect baked image texture quality too much enable the denoise option scroll down to the bake section and open up the panel we will bake the color map in other words we'll bake a diffuse map so switch the bake type to diffuse disable the direct and indirect lighting contribution just leave the color option enabled because we just want to bake the color of the object not lighting on the object before baking the diffuse map we need to set the metallic value down to zero otherwise it will render the diffuse map completely dark that's very important in the Shader editor only the image texture has to be selected otherwise we cannot bake correctly also the object we want to bake has to be selected we are ready for baking click on the bake button we can see the baked diffuse map in the image editor press Ctrl spacebar to make a full window in order to save the image go to the image menu and save as you can save your image in jpeg format also I will save the image in PNG format and choose the folder you want to save the image press Ctrl spacebar to back to working space now let's bake the roughness map unlink the diffuse map image create a new image and rename it as roughness map the image resolution will be 2048 pixels click on the OK button we will switch the color space to non-color because roughness maps are black white image data it determines what part of the object will be reflective or rough in the image editor choose the roughness image we have just created be sure that the image texture node and object are selected at the same time don't forget to set the metallic value to 1 again switch the bake type to roughness then click on the bake button save the roughness image in the same way now let's create the new image and rename it as a normal map enable the 32-bit float option this option allows us to bake more quality image for a normal map switch the color space to non-color because Normal Maps don't contribute to the color data of the object directly a normal map is an image that consists of Direction data of the normals red green and blue channels are used to control the direction of each normal so a fake lighting effect can be simulated on the object's surface in the image editor choose the normal image we have just created be sure that image texture node and object are selected at the same time switch the bake type to normal click on the bake button save the normal map in the same way finally let's create a metallic map as you can see we have only one material and the material is completely metallic press shift a and add an RGB node plug the color node into the metallic node if we slide down the color to Black the material becomes non-metallic if we slide up the color to white the material becomes completely metallic shift control and left-click on the RGB node to plug into material output let's create a new metallic map uncheck the 32-bit float option click on the OK button switch the color space to non-color metallic maps are black white image data it determines what part of the object will be metallic or non-metallic in this case our material is completely metallic so we set the RGB node to white color choose the metallic map we have just created if we check the bake types we cannot see the metallic map baking we will use the emission instead of it let's switch the bake type to emit click on the bake button save the metallic map in the same way now we can use these baked images textures and Export the model into any 3D software for example let's set this material in blender again unlink the existing material click on the new button to add a new material select the principled Shader press shift Ctrl T to add image textures automatically with the node Wrangler add-on as you can see the textures don't map correctly because the active UV map is different from the UV we have created go to the object data properties Tab and enable the camera icon next to the correct UV map there we go thanks for watching see you in the next tutorial
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Channel: MK Graphics
Views: 31,610
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Keywords: mk graphics, blender tutorials, how to texture bake in Blender, texture baking, why to texture baking, blender texture export, blender material to texture, blender bake procedural texture, blender bake procedural material, baking textures in blender for unity, baking textures in blender for unreal, baking normal map in blender, baking roughness map in blender, baking metallic map in blender, baking diffuse map in blender, baking color map in blender, blender procedural material
Id: zFLxWRfs4Ak
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Length: 13min 43sec (823 seconds)
Published: Sat Jun 03 2023
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