Have been lookin' for something like this FOREVER!!! 😮After 4 mod submission rejections from Giants due to this very problem is a GOD SEND!!! Appreciate you putting this information out!!! I was definitely feeling lost at what direction to go to get past this!!
Great video bud. Little tip for better quality normal maps. The 2nd way you did it is the best was for quality… 1. image texture size is best in 8k the resize to what ever you need after 2. Any parts that you have duplicates of i.e the when nuts on this model are all identical so you only need one of each part that has duplicates for the bake this gives more space in the uv map there for higher quality 3. Marking sharps and seams is a huge one for quality… also in the UV editor you can “display stretch“ this does what it says on the tin and displays the stretch so that you can then add seams to the correct areas which will prevent stretched textures once ingamed, massively increasing quality of the model. I hope this helps and also I’m not trying to teach you how to suck eggs I’m just hoping to help people that I can because everything I have learned I had to do it the hard way 😀
Hi, Thx a lot for instructions. Can I ask what version of Blender and Giants export plugin have you used? When I follow these steps than texture is shifted(like UV map is shifted) in GE while it is ok in Blender.
Don't mean to be a dick, but I hope that UV was a throwaway made for this video, otherwise you desperately need to brush up on your UVs. Also, why not bake from a high poly? Would give you ideal results. Its just a matter of duplicating the model and using subdiv + suport edges/creases/bevels etc... Also, if you can afford it get either Substance Painter or Marmoset, their bakers are leagues above Blender's.
I get the sense that you are coming from a more traditional asset creation perspective. If you aren't doing this for very specific Farming Simulator workflows then this doesn't necessarily apply to you.
Fantastic stuff Rooster! Will definitely be sharing this.
Thank you kindly
Have been lookin' for something like this FOREVER!!! 😮After 4 mod submission rejections from Giants due to this very problem is a GOD SEND!!! Appreciate you putting this information out!!! I was definitely feeling lost at what direction to go to get past this!!
I’m happy I could help!!! I was in the exact same situation a while ago, and I made the video that I wish someone would have made for me at that time.
I kind of got it.. :) But Please keep making more tutorials.
I may do more in the future!
great video, i dont use blender and i still understood it, i probalby wont ever need to do this but ay it was fun to watch!
Great video bud. Little tip for better quality normal maps. The 2nd way you did it is the best was for quality…
1. image texture size is best in 8k the resize to what ever you need after
2. Any parts that you have duplicates of i.e the when nuts on this model are all identical so you only need one of each part that has duplicates for the bake this gives more space in the uv map there for higher quality
3. Marking sharps and seams is a huge one for quality… also in the UV editor you can “display stretch“ this does what it says on the tin and displays the stretch so that you can then add seams to the correct areas which will prevent stretched textures once ingamed, massively increasing quality of the model.
I hope this helps and also I’m not trying to teach you how to suck eggs I’m just hoping to help people that I can because everything I have learned I had to do it the hard way 😀
MORE TUTORIALS PLZZZ lol great video buddy, very useful and helpful
Hi, Thx a lot for instructions. Can I ask what version of Blender and Giants export plugin have you used? When I follow these steps than texture is shifted(like UV map is shifted) in GE while it is ok in Blender.
Thank you! That helped me yes!
Before use normale map,the shading is flat or smooth?
Do you know when you think those IH running gears are coming out?
why are you making the normal map if the geometry exists? say for example the small screws inside the wheel
Don't mean to be a dick, but I hope that UV was a throwaway made for this video, otherwise you desperately need to brush up on your UVs.
Also, why not bake from a high poly? Would give you ideal results. Its just a matter of duplicating the model and using subdiv + suport edges/creases/bevels etc...
Also, if you can afford it get either Substance Painter or Marmoset, their bakers are leagues above Blender's.
I get the sense that you are coming from a more traditional asset creation perspective. If you aren't doing this for very specific Farming Simulator workflows then this doesn't necessarily apply to you.