Just a side note for you.. I had this problem and it cost me 2 days and 8 hours of baking. I have a very big scene.. Part of my model kept coming out black.. After days of videos and trying this and that.. It finally dawned on me what was wrong.. Somehow my normals on part of my model got flipped. Check your normal if your baking is not coming out right.. Trying to save my Blender friends some headaches.. You need to add this to your videos Grant.. Have a nice day..
There's a similar issue when you're trying to "bake to selected" (from hi-res to low-res model), and the two models are overlapping or the "ray distance" parameter (If I recall well) is too high. Just to avoid other headaches ;-)
I've spent at least 20 hours watching baking tutorials, but none of them used any image textures for the materials and had many different steps that were not related to what I was doing. I am so grateful to you for making this video. It was easy to follow, didn't have any fluff and got straight to the point, and covered exactly what I needed to get done!! Thank you so much.
For anyone trying to use their mesh in Unreal after doing this, know that Unreal uses the first UV map it sees (the original) rather than your new "joined" map so you just have to delete the original UV map before exporting the .fbx
I wish someone could do a video on this exact thing. Building something in Blender, texturing it, import to unreal and whatever the hell needs to happen in there, especially collisions. Had so many failed attempts doing this. More recently with a palm tree didn't show my alpha layer palm leaves....
8:44 "It always feels like a small victory when baking works." Truer words were never spoken. You inspired me to experiment with baking for two days. I can now get it to work every time. Thanks!
Thanks! As someone who doesnt use blender regulary such "basic" stuff is hard to find out on your own. This tutorial will save me lots of time to get the Texturefiles ready for Unity :)
For those who get errors with complex objects and details and have a bad result with baking, in UV mapping smart project, put a tiny value in margin such like 0.0001 to make your objects appearing bigger, go to UV>pack island, then bake again, it has worked for me, just throwing this here
This is the only tutorial, and only PROPERLY working video I could find related to multiple textures/mats. The part where I kept messing up was where you selected each bake image on the top, and I didn't realize you had to select each one at once until I rewatched it again XD. Thanks for the tutorial!
THANK YOU!!! One of the best videos on blender I have watched. This technique has saved me so much time. There aren't many out there that are as straight forward and easy to understand. A credit to your presentation. Again thank you.
This is amazing! I needed a quick walkthrough of this process with more than 2 materials at once and you did it perfectly! Thank you! You have helped me reach a new level
Another gem from Grant Abbitt. You are the WinRar of Blender tutorials, it's impressive how you can compress such amount of useful information in a short video. Amazing! Thanks
Thank you so much I spent the whole day yesterday trying to do this correctly and failing miserably! I followed countless tutorials, none of them worked. But today I found your video and it worked! I'm so happy!!
holyyyyyyy i was checking 15 different lessons, making notes and thought i will be in a mental hospital due to bad baking. i send you alot of kisses, wonderful guy! you saved me, all done ideal!!! thank you so much
This really helped me, I had to watch it a few times before realizing what I was doing wrong, was the part where you changed your view to the other UV map. Everything else was a cakewalk and I really don't know how I missed that part.
This helped me immediately! Grant you are the best. I've been following your channel for a while but got stuck trying to texture bake multiple materials and this fixed my problem.
Been searching around for this exact process but didn't know the terminology or steps needed to get this done and here it is. I have yet to try this in Blender 2.93, but I suspect it works in a similar way. I'm glad I found this before I spent a ton of time trying to do this on a per-object basis. Thanks Grant, another great tutorial!
I'm sure that there are decent plugins for this 3+ years later, but I always like to understand the basics and be able to do it that way. And this method still works just fine in Blender 3.1.
Your tutorial saved me ! Seriously i had a really big problem with my pinguin model because i had painted his body parts in different textures and when I joined them his fur had colour issues. I had watched many other tutorials in order to overcome this big problem and only with this one I succeed .Thanks again a lot !!!😁👍👍👍
Thank you Grant this is a very helpful tutorial, with this material problem I struggled for more than 3 days, I tried to find the tutorial, on how I can upload the blender model into to unreal Engin, and this is the right answer for it❤❤❤❤
almost commited war crimes from all of the toturials that didn't work this saved me from going to a maximum security prison for the rest of my life you earned this sub
Recuerdo que lo vi hace ya varios años, pero hasta el día de hoy para mi sigue siendo el mejor tutorial de baking con blender que hay en youtube, gracias!
I have been struggling for days and bought BakeTool 2.0 plugin a few hours ago but it was terrible. I was youtubing tutorials but nobody explained it like you did. I AM SO IN LOVE WITH YOU NOW 😍 LIKED AND SUBSCRIBED.. AND THANKS!!
I sat with this for three days, until I thought of going to the comments, where they wrote that you need to recalculate the normals (live forever the one who wrote it), and I finally got it. I'm as happy as if I had a baby. I think I'm going to cry
Thanks a million times ! I'm just getting started with blender as I want to create assets for my now online rpg sessions in Tabletop Simulator. It's not the most intuitive of tools and your vids are amazingly helpful :)
I use blender 2.92 it works. just change from Eevee to Cycles( Render Properties- scene- Render Engine),Thank you for this step by step tutorial. It looks intimidating but a beginner as me can follow in the end :) Thank you
Edit: side tip unity users, export as obj not fbx into unity. Mann grant you’re the best. I spent hours trying to figure it out from various tutorials. Everything kept distorting.This worked perfectly and I’m on 2.8.
Grant Abbitt tbh I don’t know, when I export it as fbx into unity the UV map doesn’t align with the UV coordinates even if I try to offset it or* play with the coordinates. but when I export as OBJ it works perfectly. it’s totally possible I’m doing something wrong -this just worked for me
I had such an annoying problem where parts of my model wen baking will turn black. It took me 3 days to fix and I realised the problem was actually the way my vertices was placed. Just to put it out there
Thank you so much for this! I've recently gotten back into Blender and wasn't aware of all the amazing features available in this software. One question I do have though is how this method would be applied for a normal map. I am trying to put all my normal maps into one image just as we do the diffuse here but i instead get random colors for each face tangent.
Nice work Grant, this is actually the same way I do this and I agree it's the best approach. I also have the plugin you're talking about but I too cannot get it to work very well after messing around with it either. I have been using blender for a little over 5 years and this is definitely one area I've always found rather frustrating occasionally but your video here really nails it down to the T!
Do you copy and past the UV nodes to each material as well? I'm not sure where to connect the UV node to the principled BSDF that is a default for Blender 2.8 when there is nothing else.
I've found the PBR texture bakery addon to be extremely helpful. It speeds up the process immensely and is in general very coherent to use. You do have to make a few workflow adjustments but is very worth it for me at least
Thanks Mr. Abbitt! I had too look this up again, it's really not the best design from Blender's side. But I guess if it was easy, then everyone would be doing it -- we can't have that!
his video tutorial provides step-by-step instructions for baking multiple textures onto a single map in Blender. Here's a summary of the main steps: Create a new image in Blender to serve as the texture map. Navigate to the UV/Image Editor and click the "New" button. Set the size and format of the image as desired, and then click "OK". For each object whose texture you want to bake onto the texture map, create a new material and assign it to the object. To create a new material, select the object and then navigate to the Materials tab in the Properties window. Click the "New" button to create a new material, and then assign it to the object by selecting it from the "Material" dropdown menu. In each material, create a new texture and assign it to the object. To create a new texture, click the "New" button in the Texture tab of the Properties window. Set the texture's type and properties as desired, and then assign it to the material by selecting it from the "Texture" dropdown menu. In each material's texture settings, enable the "Influence" checkbox and select "Color" as the influence type. This will ensure that the texture's color is baked onto the texture map. In each material's texture settings, select the "Image or Movie" texture type, and then select the texture map you created in step 1 as the texture. This will ensure that the textures are baked onto the texture map. In the Render Properties panel, scroll down to the "Bake" section and expand it. Set the "Bake Type" to "Textures", and then enable the "Selected to Active" checkbox. Select all the objects whose textures you want to bake onto the texture map. Shift-select the object that has the texture map assigned to it to make it the active object. Click the "Bake" button to bake the textures onto the texture map. Blender will combine all the textures onto the single texture map. Overall, this method allows you to consolidate multiple textures onto a single texture map, which can help optimize your workflow and improve the performance of your 3D models.
There's a problem I ran into and I solved it, you can do it with principled BSDF but you must have the Metallic set to 0 or it's gonna kinda work like alpha for the texture. I had one material set with 1 metallic and its result is completely black.
you are my super hero wow epic thanks, I was creating building with Sketchup, but when I imported to blender , UV comes perfect, but super destroyed and I used almost 15 up 35 textures per building, I believed needed to bake 1 by one. and spend hours fixing uv sizes. now only spend 5 min lol.god tutorial here. pd i did it with blender 2.90
Hey, first of all this is a great video, but I'm having some problems as I'm a bit of a blender noob. When I did the bake, the uv map didn't have any color on it- it had the patterns and stuff correct, but the colors were just grey. Any idea of why this happened? I did have the color thing as the only tab checked right before I baked if that's any help. Thanks Edit: Another thing I wanted to ask is where I plug in the not-joined uv map into if I just have a principled BSDF, as it doesn't have the vector.
@@grabbitt I think it might have been, as I tried it 3 different times, all to no luck, but it worked on a different file, so I'm thinking that first file must be a bit messed up.
When I used nodes, my textures are only set as either texture or material, but not texture image. Also, after reating the new texture for the UV, my model turns all black an dyet I can't find the new texture when I duplicate one of the old and try to use the new one. 4:46
You'd need to assign a roughness or normal map in the nodes section for each material. It's much easier using the principled shader now. Check our BlenderGuru's videos, he has tutorials on it which are very good.
@@shaunsprogress Sorry man, but you can't bake normal map... I mean for do this, u need to plug the height map into displacement node and after go to bake normal. Instead in the 2.8blender version, u can bake directly with the principled node as u said.
Just a side note for you.. I had this problem and it cost me 2 days and 8 hours of baking. I have a very big scene.. Part of my model kept coming out black.. After days of videos and trying this and that.. It finally dawned on me what was wrong.. Somehow my normals on part of my model got flipped. Check your normal if your baking is not coming out right.. Trying to save my Blender friends some headaches.. You need to add this to your videos Grant.. Have a nice day..
There's a similar issue when you're trying to "bake to selected" (from hi-res to low-res model), and the two models are overlapping or the "ray distance" parameter (If I recall well) is too high. Just to avoid other headaches ;-)
yes there are so many pitfalls to baking :) good to share experiences so everyone can figure these things out together
I've been having problems with a bake I've been trying to do so I'm going to check this right now.
yes i have still problem of model kept coming out black, but trying...
@@alideigitech4034 did you try recalculating vertex normal to outside
I've spent at least 20 hours watching baking tutorials, but none of them used any image textures for the materials and had many different steps that were not related to what I was doing. I am so grateful to you for making this video. It was easy to follow, didn't have any fluff and got straight to the point, and covered exactly what I needed to get done!! Thank you so much.
For anyone trying to use their mesh in Unreal after doing this, know that Unreal uses the first UV map it sees (the original) rather than your new "joined" map so you just have to delete the original UV map before exporting the .fbx
Thx
Or flip their hierarchy I. The list by deleting one, create new & then manually renaming the lower to UV name you just deleted
I wish someone could do a video on this exact thing. Building something in Blender, texturing it, import to unreal and whatever the hell needs to happen in there, especially collisions. Had so many failed attempts doing this. More recently with a palm tree didn't show my alpha layer palm leaves....
Duuude, thanks for sharing that !!
This literally saved me SO much frustration, you have no idea how helpful this one comment was
8:44 "It always feels like a small victory when baking works." Truer words were never spoken. You inspired me to experiment with baking for two days. I can now get it to work every time. Thanks!
So how was it so far?
Thanks! As someone who doesnt use blender regulary such "basic" stuff is hard to find out on your own. This tutorial will save me lots of time to get the Texturefiles ready for Unity :)
good to hear :)
Same
Grant, you are the best teacher ever. I can only really learn and remember what I learned in tutorials with your videos.
Old video which is still super gold with Blender 3.5 as well! thanks Grant, you and your videos remain the best!
For those who get errors with complex objects and details and have a bad result with baking, in UV mapping smart project, put a tiny value in margin such like 0.0001 to make your objects appearing bigger, go to UV>pack island, then bake again, it has worked for me, just throwing this here
This is the best video ever. I find myself continually coming back to this video every few months to remind myself how to do this.
This is the only tutorial, and only PROPERLY working video I could find related to multiple textures/mats.
The part where I kept messing up was where you selected each bake image on the top, and I didn't realize you had to select each one at once until I rewatched it again XD. Thanks for the tutorial!
absolute life saver ! this works in 2.8 cycles and also bakes procedurals all into one, super easy if the textures are already 1 object
indeed
THANK YOU!!! One of the best videos on blender I have watched. This technique has saved me so much time. There aren't many out there that are as straight forward and easy to understand. A credit to your presentation. Again thank you.
This is amazing! I needed a quick walkthrough of this process with more than 2 materials at once and you did it perfectly! Thank you! You have helped me reach a new level
AFTER 5 YEARS... IT STILL BEST WAY OF BAKING TEXTURES... YOU ARE GOD TO ME BRO. KEEP GOING ON YOUR LIFE FOR BEST.
The best baking tutorial ever! Makes fantastic tasting textures!
Another gem from Grant Abbitt. You are the WinRar of Blender tutorials, it's impressive how you can compress such amount of useful information in a short video. Amazing! Thanks
Thanks :)
Thank you so much I spent the whole day yesterday trying to do this correctly and failing miserably! I followed countless tutorials, none of them worked. But today I found your video and it worked! I'm so happy!!
holyyyyyyy i was checking 15 different lessons, making notes and thought i will be in a mental hospital due to bad baking. i send you alot of kisses, wonderful guy! you saved me, all done ideal!!! thank you so much
I've been watching your tutorials for a solid week now and they're all incredible helpful. Thanks Grant!
Thanks mate, i was sick and tired of all the "tutors" who were recommending plugins instead of an actual method.
This really helped me, I had to watch it a few times before realizing what I was doing wrong, was the part where you changed your view to the other UV map. Everything else was a cakewalk and I really don't know how I missed that part.
This helped me immediately! Grant you are the best. I've been following your channel for a while but got stuck trying to texture bake multiple materials and this fixed my problem.
Wow, Blender 2.79.
This brings back lots ov old memories...
Indeed :) there is a lot of good stuff in 2.8 :)
Been searching around for this exact process but didn't know the terminology or steps needed to get this done and here it is. I have yet to try this in Blender 2.93, but I suspect it works in a similar way. I'm glad I found this before I spent a ton of time trying to do this on a per-object basis. Thanks Grant, another great tutorial!
This made my day man! Incredible tutorial of something I struggled with for hours!
Hey Grant ! Always a pleasure to see that your videos from 2018 are still useful to me in 2020 :D
Absolutely brilliant! Finally a tutorial that explains the baking process logically and methodologically. Thanks Grant!
I'm sure that there are decent plugins for this 3+ years later, but I always like to understand the basics and be able to do it that way. And this method still works just fine in Blender 3.1.
Of all the Blender tutorials I've watched so far this is by far the most helpful one I have seen. Thank you a million times!
Thanks :)
wow. I have spent the last 4 days trying to get this to work and this video was the answer! Thank you so much
I'm so grateful for this video. Your method has held up so well over time. I just tried it w 3.0 Alpha and it worked perfectly!!
Your tutorial saved me ! Seriously i had a really big problem with my pinguin model because i had painted his body parts in different textures and when I joined them his fur had colour issues. I had watched many other tutorials in order to overcome this big problem and only with this one I succeed .Thanks again a lot !!!😁👍👍👍
Thanks man! This helped a lot, I've been using blender for years but I have only recently started doing proper texture work, and this helped loads
Thank you Grant this is a very helpful tutorial, with this material problem I struggled for more than 3 days, I tried to find the tutorial, on how I can upload the blender model into to unreal Engin, and this is the right answer for it❤❤❤❤
This technique worked like a charm even in Blender 2.8. Thanks alot, you've saved me a ton of work in Photoshop!
You actually solved one of my biggest baking problems I used to get a completely black texture map and now I have figured out why. Thank you so much
Thanks
Amazing video so this house project was so helpful :D , and that comment "It feels like a small vicotry when baking works" is so true xD
:) wasn't sure if anybody would get that far through the video :)
OMG thank you so much! This will make my life SO much easier exporting multi textured objects to other programs!!!
almost commited war crimes from all of the toturials that didn't work this saved me from going to a maximum security prison for the rest of my life you earned this sub
Recuerdo que lo vi hace ya varios años, pero hasta el día de hoy para mi sigue siendo el mejor tutorial de baking con blender que hay en youtube, gracias!
You just saved my day Grant. Many thanks for that fantabulous tutorial.
YESSSS Ive been trying to bake textures for my game for about 2 weeks and ive finally succeeded thanks to this video! tysm bro
Quick, easy to follow, and does the job. Cheers Grant!
THANK YOU SOOOOO MUCH, THIS IS WHAT I NEEDED!!!!!!!
I've been searching for this for eras. One more time, i found what i need in your channel. Thank you soo much! Will be using this soon.
Thanks :)
Thank you. Btw. it's pleasuring to listen to your voice.
this video is the bomb grant ur a champ, works flawlessly for 2.8, nov 2019 confirmed
nice
Ok I'm trying it rn.
This is exactly what I was looking for! Thank you!
This video has saved me so many times that i give up counting. You are great!
Thanks :)
I have been struggling for days and bought BakeTool 2.0 plugin a few hours ago but it was terrible. I was youtubing tutorials but nobody explained it like you did. I AM SO IN LOVE WITH YOU NOW 😍 LIKED AND SUBSCRIBED.. AND THANKS!!
Grant!!!!!!! I love you in a Jedi Master/Padawan kind of way....fully platonic master/student relationship
Thanks for keeping all your videos up, this was exactly what I needed. Side note, but I forgot all about layers until now lol
Thank you so much for this, it was easy to follow and worked like a charm. You got a great commentating voice aswell, keep it up :)
Thanks :)
This was so amazing and explained very well. Thankyou
I sat with this for three days, until I thought of going to the comments, where they wrote that you need to recalculate the normals (live forever the one who wrote it), and I finally got it. I'm as happy as if I had a baby. I think I'm going to cry
Thank you ever so much,I have always had trouble with this and your tutorial was so easy yet very informative to follow.so happy.
good to hear :)
This is the first method that worked for me in 2.8. I'm still figuring out the rationale behind it. Thank you very much!
yeah it takes time to get your head round this one
Thank you so much for this video, it's the only one that finally let me get the hang of texture baking.
Many thanks for this excellent tutorial.... I'm not sure if there is a more up to date method but this still worked for me!
Thanks a million times ! I'm just getting started with blender as I want to create assets for my now online rpg sessions in Tabletop Simulator. It's not the most intuitive of tools and your vids are amazingly helpful :)
You're very welcome!
Excellent tutorial! I have seen other baking tutorials and this one is better because it has more steps.
Thanks :)
Thank You very much. Very good tutorial. I search it for weeks
I use blender 2.92 it works. just change from Eevee to Cycles( Render Properties- scene- Render Engine),Thank you for this step by step tutorial. It looks intimidating but a beginner as me can follow in the end :) Thank you
Edit: side tip unity users, export as obj not fbx into unity.
Mann grant you’re the best. I spent hours trying to figure it out from various tutorials. Everything kept distorting.This worked perfectly and I’m on 2.8.
Thanks :) why obj rather than fbx? I thought most prefered hte other way so you can separate objects
Grant Abbitt tbh I don’t know, when I export it as fbx into unity the UV map doesn’t align with the UV coordinates even if I try to offset it or* play with the coordinates.
but when I export as OBJ it works perfectly. it’s totally possible I’m doing something wrong -this just worked for me
I've been having so many issues carrying my textures over to unity in 2.8 and this actually helped me figure it out. Thank you
Thanks :)
Thank you! Compact and easily explained without any detour. The same method work nice in 2.90 as well.
TY SO MUCH, this took a model of mine down from 60+ draw calls a model to 4 draws per model
Learned soo many tricks with this video thank, you so much
I had such an annoying problem where parts of my model wen baking will turn black. It took me 3 days to fix and I realised the problem was actually the way my vertices was placed. Just to put it out there
Thank you so much for this! I've recently gotten back into Blender and wasn't aware of all the amazing features available in this software. One question I do have though is how this method would be applied for a normal map. I am trying to put all my normal maps into one image just as we do the diffuse here but i instead get random colors for each face tangent.
good question i'll have to look into that more
This is awesome thank you, and the discussions in the comments
the only video that has worked for me tysm
Thank you so much!! I'm new to blender baking, using 2.81a and it worked perfectly! Thank you!
Nice work Grant, this is actually the same way I do this and I agree it's the best approach. I also have the plugin you're talking about but I too cannot get it to work very well after messing around with it either. I have been using blender for a little over 5 years and this is definitely one area I've always found rather frustrating occasionally but your video here really nails it down to the T!
Thanks 😃
I do it in 2.8 it works. Best tutorial ever
nice :)
Do you copy and past the UV nodes to each material as well? I'm not sure where to connect the UV node to the principled BSDF that is a default for Blender 2.8 when there is nothing else.
uv would go into the image texture
THANK YOU SO MUCH! I'm new to blender and this was VERY easy to understand!
THANK YOUU!!!!!!!!! Earned my sub for sure!
Thank you i love you i've been searching so much for this
I've found the PBR texture bakery addon to be extremely helpful. It speeds up the process immensely and is in general very coherent to use. You do have to make a few workflow adjustments but is very worth it for me at least
thanks I'll look into it :)
Thanks Mr. Abbitt! I had too look this up again, it's really not the best design from Blender's side. But I guess if it was easy, then everyone would be doing it -- we can't have that!
Can I do this with the normals and roughness too?
yes
I don't know if you'd respond or not, but at 4:05 how do you do that with the more updated version of blender? I can't seem to find it.
See my baking playlist
@@grabbitt ok, thanks!
@@grabbitt I'm sorry, but I was looking through, but do you know which video would explain what to do?
@@mr.blockbuster1752 think it's the last one
@@grabbitt got it! Thanks
Fast and on the point! thanks again m8.
thanks :)
Dude, YOU ARE THE BEST! THANK YOU SO MUCH!
Glad it helped!
his video tutorial provides step-by-step instructions for baking multiple textures onto a single map in Blender. Here's a summary of the main steps:
Create a new image in Blender to serve as the texture map. Navigate to the UV/Image Editor and click the "New" button. Set the size and format of the image as desired, and then click "OK".
For each object whose texture you want to bake onto the texture map, create a new material and assign it to the object. To create a new material, select the object and then navigate to the Materials tab in the Properties window. Click the "New" button to create a new material, and then assign it to the object by selecting it from the "Material" dropdown menu.
In each material, create a new texture and assign it to the object. To create a new texture, click the "New" button in the Texture tab of the Properties window. Set the texture's type and properties as desired, and then assign it to the material by selecting it from the "Texture" dropdown menu.
In each material's texture settings, enable the "Influence" checkbox and select "Color" as the influence type. This will ensure that the texture's color is baked onto the texture map.
In each material's texture settings, select the "Image or Movie" texture type, and then select the texture map you created in step 1 as the texture. This will ensure that the textures are baked onto the texture map.
In the Render Properties panel, scroll down to the "Bake" section and expand it. Set the "Bake Type" to "Textures", and then enable the "Selected to Active" checkbox.
Select all the objects whose textures you want to bake onto the texture map. Shift-select the object that has the texture map assigned to it to make it the active object.
Click the "Bake" button to bake the textures onto the texture map. Blender will combine all the textures onto the single texture map.
Overall, this method allows you to consolidate multiple textures onto a single texture map, which can help optimize your workflow and improve the performance of your 3D models.
Thank you very much, your tutorials are very helpful!
thank you that was exactly what i need. God bless you
There's a problem I ran into and I solved it, you can do it with principled BSDF but you must have the Metallic set to 0 or it's gonna kinda work like alpha for the texture. I had one material set with 1 metallic and its result is completely black.
YOU'RE A LIFESAVER! Thank you so much! I was losing my mind xD
This problem is still there. Even in Blender 3.2 😁😁😁
I have already given it the name. Heavy Metal Problem
Thanks for this video as I was not aware that this method was possible, it will save e a lot of time in future projects.
Thanks :)
you are my super hero wow epic thanks, I was creating building with Sketchup, but when I imported to blender , UV comes perfect, but super destroyed and I used almost 15 up 35 textures per building, I believed needed to bake 1 by one. and spend hours fixing uv sizes. now only spend 5 min lol.god tutorial here. pd i did it with blender 2.90
Hey, first of all this is a great video, but I'm having some problems as I'm a bit of a blender noob. When I did the bake, the uv map didn't have any color on it- it had the patterns and stuff correct, but the colors were just grey. Any idea of why this happened? I did have the color thing as the only tab checked right before I baked if that's any help. Thanks
Edit: Another thing I wanted to ask is where I plug in the not-joined uv map into if I just have a principled BSDF, as it doesn't have the vector.
it sounds like a bug
@@grabbitt I think it might have been, as I tried it 3 different times, all to no luck, but it worked on a different file, so I'm thinking that first file must be a bit messed up.
Cool tutorial Grant! I usually model all my objects then unwrap them together on the same UV map but this can be useful in the future.
Yes it makes sense to go that way sometimes as well :) this is a bit quicker though
I love you because I was about to go kick rocks but you saved me! Ty
Definitely a life saver, thank you so much!
Thanks :)
Thanks a lot,i really confused like 1 week ,appreciate
What a hero! Thank you! 👏👏
When I used nodes, my textures are only set as either texture or material, but not texture image. Also, after reating the new texture for the UV, my model turns all black an dyet I can't find the new texture when I duplicate one of the old and try to use the new one. 4:46
Not sure what's happening there
Cool so how would you now add different textures like roughness?
put the pin of your b&W texture into diffuse pin ;D
and... bake it!!!
You'd need to assign a roughness or normal map in the nodes section for each material.
It's much easier using the principled shader now. Check our BlenderGuru's videos, he has tutorials on it which are very good.
@@shaunsprogress Sorry man, but you can't bake normal map... I mean for do this, u need to plug the height map into displacement node and after go to bake normal.
Instead in the 2.8blender version, u can bake directly with the principled node as u said.
you can use something like materialize to get different textures from the one :)
@@grabbitt perhaps..... PART 2!!!
Thank you so much for sharing very useful ticks :)