![]() ![]() Thus far I've been getting better at learning how to UV Map properly so that my islands are more organized and ready for the UV texturing phases but I'm still trying to workout my work flow. Things like maybe a brick base or something that might already be a small detail piece of the asset/model. Were you stating that baking textures from Blender (or other baker programs) produces lower quality results than that method? There are times in my practice that I would love to just simple import a bunch of textures to materials via images to my modeling program and bake out the textures right there. I'm following this thread and noticed you said you export UV Layouts to Photoshop and texture them there. I'm also new at learning everything about model importation to games like and I just wanted to clarify something with you, I know you have high quality assets and have been producing some great work so you may have good perspective on what the results are in both methods. Hey Drosovillas, thanks for taking the time to share your process. ![]() The difference is huge, even though there's still a lot of space left on the manual unwrap. In the album below I used my textures made in photoshop, UV unwrapped the model using Smart UV project and baked it to a texture with the same resolution. Now I've cjanged to manually unwrapping my models and stacking all the parts made out of the same material.Then I export it to photoshop to texture it. It also produces quite bad aliasing, and downsampling blurs out stuff. If you have two walls made out of the identical material and smart UV project it, you'll have duplicates and essentially half the resolution. I used this method too, yes it's fast, yes it seems easy, but it only produces average results at best. One tip: save a copy of the blender file just before you start this process because once you've deleted the original UV map and other materials, you're stuck with what you have. I did my latest building this way and it's saved me a lot of time. It sounds like a lot of work, but once you've watched the second video it should all make sense. Delete the old UV map, all the other materials, set your rotation and scale, then export to FBX. Once you're happy with the resulting image, you can add a new material that's linked to the texture map you just created. That UV texture is used to create the diffuse, specular, normal and alpha that will be imported into CSKY.Įssentially, you create a 2nd, blank, UV map, project the faces onto it (using lightmap or smart unwrap) then bake the material textures to it and save. In it, the individual materials are baked into a single UV texture. Watch the second video I linked to above. And I don't even understand the process well enough to put my problem into words without feeling like my mother when she hit the wrong button in ms word and "everything is gone" *hidesinshame* What am I missing? It's frustrating to see my desired result like this and yet not be able to get to it. And if I don't, textures will go on top of one another, so it can't bake. If I try to UV unwrap the model now, I lose all of the arranging and scaling I've done with that script before. I managed to dig up that script, and following the first video leaves me with my model looking pretty much the way I want it to, which is something like this:īut I still don't have this as one UV map, it's still all a bunch of materials. I'm still stuck on this, I guess I'm just too stupid for Blender *sigh*. ![]() I used this method on my latest building, Swiss Chalet, and it saved tons of time. Here are a couple of videos on how to do both: Then, once you've set up your materials and textures, bake it into one UV Map. Try the Sure UVW script for Blender, it's a huge time-saver. ![]()
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