I think you underestimate the value of your teaching ability. So many sub par or hard to follow educators online and here you are, one of the most clear and concise speakers I've found, and your tutorials are all free?! Madness!
Your method of creating tutorials is brilliant, a solid reinforcement learning experience by covering the catch alls whilst not taking away from the core subject matter. Cheers.
I love you man, all your tutorials are awesome and easy to follow. i'm trying Blender for about 25 days now and no experience in other 3d modeling software, i made everything you teached (no sculpting stuff). Thank you.
Another excellent tutorial Ryan. Very helpful. One thing that comes across is the confidence and clarity of your knowledge and underlying systematic approach.
I was having off and on issues with textures baking black. I searched around and no one seemed to talk about problems like that at all. I checked this video out on a whim and BAM, you provided the solution without even addressing it as a problem. I'll be sure to switch off those troublesome Metallic values next time!
A great video. This video took about 30 minutes to bake the textures for this one wheel. Blender or someone needs to make this a one click process because it just a lot of busy work.
Well I can bake textures a lot faster when I'm not filming a tutorial, but I was going very slowly and explaining everything. If I were just working on my own, it would be much faster. But there are actually some Blender addons for faster baking.
Hi, thanks for great video, you are REALLY giving me insights into textures. I tried something else for the bolts that seems to work well. Instead of the RGB node, I just set up the emmission color to pure white and made sure emission strength is 100%. Of course if you have some materials with emission already set, one would need to turn those off. So RGB is better, but sometimes the emmission could be quicker if appropriate.
Hey Ryan, thanks for a great Tutorial again! 1 thing that you can do for the metallic bake is to use the emission slider in the princ bsdf, instead of using the viewer node + rgb node, as the updated node wrangler addon-on doesn't have the viewer node any more.
Hey Ryan really appreciate your tutorials. But if I could make one suggestion. Ctl. + Shift + LMB Click no longer launches a viewer node in the shading editor. You use this technique allot for metallic, displacement etc. Could you maybe address this at least in future tutorials if not in the old ones. As a newbie it took me awhile to understand that I could just use an Emission node. Again really appreciate your tutorials.
TIP: When you have to "Turn off" the metallic value (or any value) and plug it into the Emission slot, you could just have a Value node plugged into the metallic. If the metallic reads "0.500", then you just type in .5 into the Value node and plug it into the emission.
Hey Ryan, this is a great video! I have some issues with baking my diffuse map however. Whenever I bake, it only bakes 2 objects and it stops baking halfway. There's no progress bar and it says the map as been saved externally. I'm not sure why this happens because I have selected all objects and made sure the image texture is highlighted in all material tab.
thank you so much for your helpful tutorials! I couldn't understand why my donut looked the way it did why i tried to export it to sketchfab. Now i have a question, ive been making a pumpkin (also used parts of your pumpkin tutorial) but ive made fog with the shading tab that moves along the ground with keyframes. I wonder how i can export the fog correctly?
Thanks Ryan, another great tutorial. One quick question if I may? Would the baking procedure be the same if your materials contained multiple BSDF's / Shaders i.e. Say if you were baking your Procedural Moss Material?
Thank you for your Super Thanks! Yes, this same method will work when using a Mix Shader, mixing two shaders together. However, this becomes a bit more complex when both of the shaders are using different metallic values. It works fine when baking the Normal, Roughness, and Color, but because you have to use the Node wrangler to preview map. Also, another easy work around, would be to use a Baking Blender addon, Like Quick Baker. I have an affiliate link and a tutorial on how to use the Quick Baker addon. And that addon will basically do all of this for you. Hope this helps!
Hello, what about baking glass material? And I also wanted to ask how to bake normal map to low poly mesh from high poly one, that already have some normal maps (mainly for scratches).
After smart uv project, my arrangement of the textures are changing for the object. But it's not happening in your case. Can you please help me with this issue?
I found a Grant Abbitt tutorial that helped with this exact thing!! Follow that and then come back to this tutorial: ruclips.net/video/9airvjDaVh4/видео.html
Hello, 3D object background:. We used 836 hi res still images in meshroom to create a high poly 3D room, meshroom produced 12 texture files. We import model in to Blender 3.6.0,, at video time 6:15, we use 1001 as first texture, we create image texture node. At video time 8:12, we select smart UV projection we use ADD option, we tried all 3 (scalar and fraction), in 3.6 we cannot select 0.0005, we leave it at 0.001.Then when we view the UV editor (video 8:51)OUR UV map shows overlap in various places, most likely due to meshroom output, in your UV unwrap tutorial, we would need to do a manual fix for 20+ hours to fix islands in UV overlaps, is there another way to edit out overlaps? we also see you have motion blur selected, we DO NOT select it. Help with this is appreciated. Thanks much!
If anyone is still getting any black material issues even after unplugging metallic value - unplug the displasevent value as well! Probably displasement gives some troubles while baking for some reasons
great video :) . I got a question, if the viewer is actually an emission, can we just use the actual emission and plug the values or texture? since its the emit that will be baked? or it will give a different outcome?
Did they change the Metallic Baking again ?, before the update I was baking metallic perfectly using node wrangler and emission etc.... the way you show in this video, minus the viewer node as they got rid of that, but now after the recent update, after baking the metallic.....it doesn't seen to make it shine, it just looks like I am using the roughness and colour with no metallic properties....the maps are all connected correctly to the BSDF, it show metallic is there, but still no shine ??? please help
After watching your last video about baking texture of greenish dragon... I was waiting for this video which involves multiple texture.... I just have 1 query now
20:38 at some point after this video releases, they got rid of the viewer node and replaced it with the emission node. hopefully this saves somebody the 20 minutes of button mashing and frustration :)
@@RyanKingArt thank you for this tutorial BTW. i am not a good artist so texturing has been a huge road block for me as my preferred workflow is making game assets for game mods like blade and sorcery. I cant wait to start making new swords and stuff now that i can actually make usable textures for them :D
Slight issue, I'm trying to smart project the UV but it unwraps all of the other textures and causes the models textures to all go off. Am I missing a step?
Excellent Tutorial, as always! Quick question though: I have some emission textures on my model, is that baking process similar to that of the metallics bake?
@@RyanKingArt I've just watched that video. So just to confirm, if I have a rover like yours that has emissive lights at some places, in addition to the 4 maps you've done here, I would also need to bake an emissive map, then plug it in the Principle BSDF. Is this right?
Excellent tutorial. Do you recommend learning Substance or you think Blender is actually fine for texturing ? It feels like it lacks many features (printing text on clothes for example)
Hey Ryan! Big fan! Quick question. I have a high poly model made of lots of different intricate parts with different materials and i have retopologized all the parts. So what is the best workflow for turning this all into a single game object with a single diffuse map? (focusing specifically on just making the color map work rn and will work on the other maps after i tackle this obstacle). Long Live The King edit: i figured it out i have to bake each high poly piece individually to the corresponding low poly piece but all on to the same texture map.
Thanks for watching! Isn't that what I cover in this video? Did this video help you to do what your trying to do? You can also check out my video called: Bake Multiple Materials to One Texture Map (Blender Tutorial)
Followed everything step by step but after exporting my model to FBX it still has that default blank material despite it having only one material that has baked image texture plugged into Principled BSDF :c
saving normal maps in jpg (which is always an 8-bit image) is a bad idea, there is a reason programs like Substance or Marmoset export them as 16-bit png good tutorial otherwise, if a bit too wordy
17:18 "make sure you press the button with the right finger otherwise a whole city's gonna explode" yeah CG is fun :') Or I guess Blender specifically. There are so many tiny little details that if you don't know about\forget\miss nothing is going to work ಥ_ಥ
@@RyanKingArt Ok, thanks. For some reason, when baking non-procedural textures, my assets loose their quality. Just like in your video, I am trying to texture bake for an object with multiple materials. In the past, when baking an object with multiple materials to a single uv map, the entire object would have a reduced resolution after hooking up the baked textures. I'm not sure how to fix this.
Hey great tutorial really helpful but I wanted to ask something. I have multiple objects with different materials and when I join them together the materials are changing. Any idea why?
@@dht2 I had this exact same problem! Follow Grant Abbitt's tutorial for fixing the UV's and then come back here for the texture baking process: ruclips.net/video/9airvjDaVh4/видео.html
Sometimes my textures are coming out really blurry and low quality even though I am using 4k measurements you explained. :( not sure the reason for this.
@@RyanKingArt thank you for your help, I figured out that my quads were not clean enough to fill the texture space very well. I had a lot of really long skinny rectangles and those just do not work too well with texture baking.
I followed your procedural paster texture tutorial and I have 2 different color plasters, I then followed this tutorial so I can use it in unreal, but for some reason my texture came out super pixalated. Why's that?
@@RyanKingArt Thanks for a hint. I've read about it on gumroad, it sounds great. Would it be useful to make a video about comparison of several baking addons with their cons and pros?
I think you underestimate the value of your teaching ability. So many sub par or hard to follow educators online and here you are, one of the most clear and concise speakers I've found, and your tutorials are all free?! Madness!
glad you like my tutorials!!!
Bro is like Jesus Christ of 3D community 😅
You are a savior for noobs like me. Too bad I'm poor and I can't support you (yet). Keep doing what you do!
Thank you for watching! Even just watching my videos, commenting, liking, and all that really helps me out! 👍
Your method of creating tutorials is brilliant, a solid reinforcement learning experience by covering the catch alls whilst not taking away from the core subject matter. Cheers.
Glad you like them!
I had no idea it was this complicated. Thanks for making it easier
hope the video helps!
your dedication on blender is no joke, keep up
thank you! 😀
THANK YOU KING RYAN YOU TRULY ARE ROYALTY
Haha thanks!
I love you man, all your tutorials are awesome and easy to follow. i'm trying Blender for about 25 days now and no experience in other 3d modeling software, i made everything you teached (no sculpting stuff). Thank you.
thanks for watching!
first comment for the best Blender teacher ever.
thanks!
I am new learner here ..
Saw ur video for procedural nodes ,love it ❤️
Thanks!!
Man, I wish I had only half your Blender knowledge. Awesome video!
thanks!
Another excellent tutorial Ryan. Very helpful. One thing that comes across is the confidence and clarity of your knowledge and underlying systematic approach.
thank you!
have I ever told you that I love you? man you're awesome!
Thanks!
Great tutorial! You make everything very easy to learn.
thanks!
Thank you so much. Dang, that metallic map baking is a pain 😂 someone should do a baking addon soon 😅
Check out my Oven Baking addon review that I made recently. its a Must Have addon!
WoW! Clearest baking tutorial i ever seen! Thanks man!
glad it helped!
I was having off and on issues with textures baking black. I searched around and no one seemed to talk about problems like that at all. I checked this video out on a whim and BAM, you provided the solution without even addressing it as a problem. I'll be sure to switch off those troublesome Metallic values next time!
hope it helps!
Im struggling with all of that since a week, you dont know how much you helped me with!
glad it helped!
you explained everything in a very pleasant, detailed and understandable manner bro. Thank you very much.
You are welcome!
Thanks Ryan for the tut, I am glad that I discovered your channel, really helps upcoming blender artists.
glad my videos help!
Thank you!
you're welcome!
Why was I literally looking all over the place for a tutorial on this 2 days ago
hope you find the video helpful.
A great video. This video took about 30 minutes to bake the textures for this one wheel. Blender or someone needs to make this a one click process because it just a lot of busy work.
Well I can bake textures a lot faster when I'm not filming a tutorial, but I was going very slowly and explaining everything. If I were just working on my own, it would be much faster. But there are actually some Blender addons for faster baking.
Hi, thanks for great video, you are REALLY giving me insights into textures. I tried something else for the bolts that seems to work well. Instead of the RGB node, I just set up the emmission color to pure white and made sure emission strength is 100%. Of course if you have some materials with emission already set, one would need to turn those off. So RGB is better, but sometimes the emmission could be quicker if appropriate.
ahh yes that would work too 👍
This is a legendary video!
glad you like it!
really great work man, it was helpful, keep it up.
glad you like it!
Hey Ryan, thanks for a great Tutorial again! 1 thing that you can do for the metallic bake is to use the emission slider in the princ bsdf, instead of using the viewer node + rgb node, as the updated node wrangler addon-on doesn't have the viewer node any more.
thanks for the tip!
@@RyanKingArt
Also do you know how to bake my roughness map inside my metallic map alpha channel, for unity purposes?
@@joesimich5334I use Channel Blender in Unity for setting the metallic alpha channel
Great work sir, hats off to you❤️
Thanks for watching!!
Hey Ryan really appreciate your tutorials. But if I could make one suggestion. Ctl. + Shift + LMB Click no longer launches a viewer node in the shading editor. You use this technique allot for metallic, displacement etc. Could you maybe address this at least in future tutorials if not in the old ones. As a newbie it took me awhile to understand that I could just use an Emission node. Again really appreciate your tutorials.
In the new Blender update they removed the viewer node from the Node Wrangler, but the node wrangler still works exactly the same.
TIP: When you have to "Turn off" the metallic value (or any value) and plug it into the Emission slot, you could just have a Value node plugged into the metallic. If the metallic reads "0.500", then you just type in .5 into the Value node and plug it into the emission.
oh yeah that would work too. 👍
Amazing 🤩🤩
Thanks!
Я уже говорил что ты лучший !
thanks!
Instructions unclear, my pc became hot enough to bake
sorry about that.
Good work very
thanks!
thank you for the great work. really appreciated
thank you for watching!
Hi! This is so important. Thank you for this fine Tut!
You're welcome!
Thanks a lot
you're welcome!
Great tutorial Ryan!
Glad you liked it!
@@RyanKingArt Nice tip regarding metallic value!
@@ncarrasco2006 thanks!
thank you
You're welcome!
Thanks bro, helped me put pickle rick into unity 😎
lol, thanks for watching!
This is a great video!
glad you like it!
1st
👍
Hey Ryan, this is a great video! I have some issues with baking my diffuse map however. Whenever I bake, it only bakes 2 objects and it stops baking halfway. There's no progress bar and it says the map as been saved externally. I'm not sure why this happens because I have selected all objects and made sure the image texture is highlighted in all material tab.
thank you so much for your helpful tutorials! I couldn't understand why my donut looked the way it did why i tried to export it to sketchfab. Now i have a question, ive been making a pumpkin (also used parts of your pumpkin tutorial) but ive made fog with the shading tab that moves along the ground with keyframes. I wonder how i can export the fog correctly?
Really cool! Thanks!
Baking is messing up my wave textures. It becomes a blur, looking like a noise texture. Any tips to avoid that?
Thanks Ryan, another great tutorial. One quick question if I may? Would the baking procedure be the same if your materials contained multiple BSDF's / Shaders i.e. Say if you were baking your Procedural Moss Material?
Thank you for your Super Thanks!
Yes, this same method will work when using a Mix Shader, mixing two shaders together.
However, this becomes a bit more complex when both of the shaders are using different metallic values. It works fine when baking the Normal, Roughness, and Color, but because you have to use the Node wrangler to preview map.
Also, another easy work around, would be to use a Baking Blender addon, Like Quick Baker. I have an affiliate link and a tutorial on how to use the Quick Baker addon. And that addon will basically do all of this for you.
Hope this helps!
Would you need a different process for glossy textures or see though ones like Glass and liquids?
Hello, what about baking glass material? And I also wanted to ask how to bake normal map to low poly mesh from high poly one, that already have some normal maps (mainly for scratches).
After smart uv project, my arrangement of the textures are changing for the object. But it's not happening in your case. Can you please help me with this issue?
I found a Grant Abbitt tutorial that helped with this exact thing!! Follow that and then come back to this tutorial: ruclips.net/video/9airvjDaVh4/видео.html
Hello, 3D object background:. We used 836 hi res still images in meshroom to create a high poly 3D room, meshroom produced 12 texture files. We import model in to Blender 3.6.0,, at video time 6:15, we use 1001 as first texture, we create image texture node. At video time 8:12, we select smart UV projection we use ADD option, we tried all 3 (scalar and fraction), in 3.6 we cannot select 0.0005, we leave it at 0.001.Then when we view the UV editor (video 8:51)OUR UV map shows overlap in various places, most likely due to meshroom output, in your UV unwrap tutorial, we would need to do a manual fix for 20+ hours to fix islands in UV overlaps, is there another way to edit out overlaps? we also see you have motion blur selected, we DO NOT select it. Help with this is appreciated. Thanks much!
Could you not avoid the metalness hack by starting off not with the black base in the image editor?
If anyone is still getting any black material issues even after unplugging metallic value - unplug the displasevent value as well! Probably displasement gives some troubles while baking for some reasons
thanks for the tip! 👍
great video :) . I got a question, if the viewer is actually an emission, can we just use the actual emission and plug the values or texture? since its the emit that will be baked? or it will give a different outcome?
Did they change the Metallic Baking again ?, before the update I was baking metallic perfectly using node wrangler and emission etc.... the way you show in this video, minus the viewer node as they got rid of that, but now after the recent update, after baking the metallic.....it doesn't seen to make it shine, it just looks like I am using the roughness and colour with no metallic properties....the maps are all connected correctly to the BSDF, it show metallic is there, but still no shine ??? please help
is it important to set the non-color BEFORE baking? or you can do it after the bake?
Yes you need to do it before you bake.
@@RyanKingArt thank you so much Ryan!!
THE FACEIT blender add-on has a beta with a ton of new features...can u make tut on that ✊️😎...😆
thanks for the video idea. 👍
After watching your last video about baking texture of greenish dragon...
I was waiting for this video which involves multiple texture....
I just have 1 query now
Can teach how to make the metallic and diffuse map in to one ? a false hand painted
thanks for the tutorial idea.
20:38 at some point after this video releases, they got rid of the viewer node and replaced it with the emission node. hopefully this saves somebody the 20 minutes of button mashing and frustration :)
yeah they got rid of the viewer node in the new blender update. thanks for sharing 👍
@@RyanKingArt thank you for this tutorial BTW. i am not a good artist so texturing has been a huge road block for me as my preferred workflow is making game assets for game mods like blade and sorcery. I cant wait to start making new swords and stuff now that i can actually make usable textures for them :D
Slight issue, I'm trying to smart project the UV but it unwraps all of the other textures and causes the models textures to all go off.
Am I missing a step?
Excellent Tutorial, as always!
Quick question though: I have some emission textures on my model, is that baking process similar to that of the metallics bake?
I just noticed that you have a video for exactly that!
Outstanding!
Yes, I have a tutorial on how to bake emission 👍
I tried this but when I am UV projecting it the whole texture resolution is not working, any way around that?
Great video, great info! I do have a question, how do we bake textures when some parts of the object has emissive lights?
I have a different tutorial on how to bake emission maps.
@@RyanKingArt I've just watched that video. So just to confirm, if I have a rover like yours that has emissive lights at some places, in addition to the 4 maps you've done here, I would also need to bake an emissive map, then plug it in the Principle BSDF. Is this right?
@@tayam92 yes that's right.
Excellent tutorial. Do you recommend learning Substance or you think Blender is actually fine for texturing ? It feels like it lacks many features (printing text on clothes for example)
Actually I've never used Substance painter, or Substance Designer. I just use Blender. So I don't know how it compares to other software.
Can I bake Transmission on the color or is it separate?
I wanna know what about a texture which involves a tag or a decal UV unraped on a different image
Hey Ryan! Big fan! Quick question. I have a high poly model made of lots of different intricate parts with different materials and i have retopologized all the parts. So what is the best workflow for turning this all into a single game object with a single diffuse map? (focusing specifically on just making the color map work rn and will work on the other maps after i tackle this obstacle).
Long Live The King
edit: i figured it out i have to bake each high poly piece individually to the corresponding low poly piece but all on to the same texture map.
Thanks for watching! Isn't that what I cover in this video? Did this video help you to do what your trying to do? You can also check out my video called: Bake Multiple Materials to One Texture Map (Blender Tutorial)
Followed everything step by step but after exporting my model to FBX it still has that default blank material despite it having only one material that has baked image texture plugged into Principled BSDF :c
Closed blender, opened it back up, exported without touching anything, it magically worked. 11/10 :D
saving normal maps in jpg (which is always an 8-bit image) is a bad idea, there is a reason programs like Substance or Marmoset export them as 16-bit png
good tutorial otherwise, if a bit too wordy
oh, thanks for the feedback
17:18 "make sure you press the button with the right finger otherwise a whole city's gonna explode" yeah CG is fun :') Or I guess Blender specifically. There are so many tiny little details that if you don't know about\forget\miss nothing is going to work ಥ_ಥ
oh, why what happens when you left click?
Thanks!
thank you for your support!
I got to thank you for contributing so much to the Blender community!
❤️❤️
Thanks!
Is there any way to bake emission nodes?? Cause i want to bake some glowing stuff and i dont know how.
And also how to bake glass.
I plan on making a tutorial sometime on how to bake emission maps. 👍
Question: Does this process work with non-procedural textures? If not, then what should be done differently?
Yes it should work for pretty much any material. even materials that use textures.
@@RyanKingArt Ok, thanks. For some reason, when baking non-procedural textures, my assets loose their quality. Just like in your video, I am trying to texture bake for an object with multiple materials. In the past, when baking an object with multiple materials to a single uv map, the entire object would have a reduced resolution after hooking up the baked textures. I'm not sure how to fix this.
Fine, but most important part starts here ruclips.net/video/NQMtZi9j5d0/видео.html All before is just some water people usually already know.
Hey great tutorial really helpful but I wanted to ask something. I have multiple objects with different materials and when I join them together the materials are changing. Any idea why?
check to make sure that the UV maps of the objects both have the same exact name, before you join them.
Yes I did rename them but whatever I do the procedural material distorts. Thank you for the response anyway love your videos.
@@dht2 I had this exact same problem! Follow Grant Abbitt's tutorial for fixing the UV's and then come back here for the texture baking process: ruclips.net/video/9airvjDaVh4/видео.html
Why is it so hard till this day😔
yeah baking textures in Blender is a bit complex.
Sometimes my textures are coming out really blurry and low quality even though I am using 4k measurements you explained. :( not sure the reason for this.
hmm, maybe check that your UV maps are using as much of the texture space as possible.
@@RyanKingArt thank you for your help, I figured out that my quads were not clean enough to fill the texture space very well. I had a lot of really long skinny rectangles and those just do not work too well with texture baking.
I haven't done that since i was 16 I'm 28 now lmfao
Oh ok. : )
Dear Ryan:Every time I try to copy my materials to bake my objects it turns into duplicates. How do I get around this?
can you give me some more info on this? what exactly do you mean by the object turning into duplicates? What exactly is it doing?
I followed your procedural paster texture tutorial and I have 2 different color plasters, I then followed this tutorial so I can use it in unreal, but for some reason my texture came out super pixalated. Why's that?
hmm, what resolution did you bake it to? maybe try baking it to a 4K texture.
Why is my texture baking restarting? it's been restarting the texture baking process for 5 times now
very big head-schaking-cuts... but your Tut is nice!
thanks for the feedback.
Well... does anybody bake in vanilla Blender without useful addons which bakes all maps in couple clicks instead of 20 minutes boring settings? )
yeah I now use the Quick Baker Addon. its so much easier.
@@RyanKingArt Thanks for a hint. I've read about it on gumroad, it sounds great. Would it be useful to make a video about comparison of several baking addons with their cons and pros?
Allways good, allways frendly, allways worker, like a king. Greeting all best think an thanks
thanks for watching!