You know I've baked several of my models several times and didn't know "clear image" could be unchecked and that blender could bake onto the same image without recombining bakes manually in image editors outside of blender. Definitely taught me a few tricks! Thanks for the video!
well just figured it out. all i need is a combined diffuse texture(or called base color whatever) but baking with principled BSDF without metallic(which is default by 1) makes it completely black. set the metallic value to zero and bake again now I can get a clear diffuse texture. why do they remove the convenient texture atlas add-on from the 2.8? this is just boring and annoying and stupid.
When I bake nothing appears on the atlas? I have everything done correctly. Edit: I realized when I bake the textures clear out space on the atlas texture, so they just make transparent holes on the black background. Unsure why though
Hopefully you're still monitoring this video. I'm using the a shader addon that allows for multiple texture layers on an object. Pretty sure Blender has native support for that. But, I'm curious what changes I have to make to this process for using additional uv maps on multiple objects that contain decals or the like in the process of baking an Atlas map.
Decals... hmm.. they usually don't bake well. I would say it's possible to bake everything but it might be trickier and decals like to project all the way through a mesh usually.
Hi. Thank you for explaining so well. I have a question though. Typically, I would layout UVs for objects in UDIMS and there shell sizes would be appropriately large so as to gain high resolution. While making Atlas, it shows that all the UVs for all objects leave there respective UDIMs and come under a single tile. Due to this there shell size also reduces to an extent. So in this process, will there be a reduction in the resolution of the texture image between Atlas and UDIMs??
Man, I wish I saw this video a year ago. I take it that ALL game assets are done this way. From a house, tree, weapon, prop, vehicle, human? etc... (for optimizing purposes in game engine?) Also, I take it you have to re-apply the texture map in Unreal, right? What about alphas? Like tree leaves, would you add those also in one texture atlas? Or is it something special you need to do separately?
Excellent tutorial. Thorough and provides reasoning to steps taken as well. Wish more guides had this format. 😊
You know I've baked several of my models several times and didn't know "clear image" could be unchecked and that blender could bake onto the same image without recombining bakes manually in image editors outside of blender. Definitely taught me a few tricks! Thanks for the video!
I finally understood exactly what atlases are in Blender. Amazing tips to avoid mistakes! Thank you
words can not describe the amount of respect i have for this craft, its all so complicated
I felt like a beginner again. Beautiful tutorial!
This was the easiest explanation i found, thank you!
Really helped me out, well taught, thanks so much!
Great! Now all my layers are one as well
Cheers for this tutorial, was exactly what I needed, in fact, better than what I thought I needed.
Incredible tutorial. thank you.
on god thank u so much! grant abbotts tutorial kept making all but one object in my model black!
thank you this is amazing
followed exactly the same as you did but by pressing the bake button all I got just blacked islands appears on the new texture.
well just figured it out. all i need is a combined diffuse texture(or called base color whatever) but baking with principled BSDF without metallic(which is default by 1) makes it completely black. set the metallic value to zero and bake again now I can get a clear diffuse texture.
why do they remove the convenient texture atlas add-on from the 2.8? this is just boring and annoying and stupid.
Baking PBR materials is more challenging. Check out an addon called simple bake.
@@grmoddingtutorials5511 just missing the convenient old atlas addon. render with cycles slow and sucks.
This was so helpful! Thanks for this amazing tutorial!! Keep it up
When I bake nothing appears on the atlas? I have everything done correctly. Edit: I realized when I bake the textures clear out space on the atlas texture, so they just make transparent holes on the black background. Unsure why though
Super nice man. 😊
Hopefully you're still monitoring this video. I'm using the a shader addon that allows for multiple texture layers on an object. Pretty sure Blender has native support for that. But, I'm curious what changes I have to make to this process for using additional uv maps on multiple objects that contain decals or the like in the process of baking an Atlas map.
Decals... hmm.. they usually don't bake well. I would say it's possible to bake everything but it might be trickier and decals like to project all the way through a mesh usually.
Thank you dude !
Amazing tutorial! Thanks!
Hi! Nice work! Do you made the textures on blender or in other software? Cheers!
Using photos and editing in Photoshop usually.
@@grmoddingtutorials5511 great thanks!
It was helpful, thank you.
Hi. Thank you for explaining so well. I have a question though. Typically, I would layout UVs for objects in UDIMS and there shell sizes would be appropriately large so as to gain high resolution. While making Atlas, it shows that all the UVs for all objects leave there respective UDIMs and come under a single tile. Due to this there shell size also reduces to an extent. So in this process, will there be a reduction in the resolution of the texture image between Atlas and UDIMs??
Resolution will go down unless you up the resolution when baking.
Thak you sir... it's really helps me out
When I bake, I usually lose a lot of detail. Sometimes even when I bake on a 4K res image. Could this because of poor UV layout?
Most likely, complex objects often need multiple texture sets or overlapping UVs
i wish there is an auto atlas from multi material. but during export. but overall amazing tutorial
SimpleBake addon, cost money but it does full PBR materials atlases.
That ejection port is gonna take your right eye out with a sizzlin hot shell. God forbid you're left handed....lol
That's the main drawback of bullpups. It's going to fill your mouth with top brass if you're used to change hands dynamically.
Man, I wish I saw this video a year ago. I take it that ALL game assets are done this way. From a house, tree, weapon, prop, vehicle, human? etc... (for optimizing purposes in game engine?) Also, I take it you have to re-apply the texture map in Unreal, right?
What about alphas? Like tree leaves, would you add those also in one texture atlas? Or is it something special you need to do separately?
Use atlases when possible if you need to reduce draw calls.
Thank you very much
half of my texture is baking into a pre existing texture and not in atlas one
Think I rather do the cats atlas plugin honestly with all the parts I have
older tutorial, simple bake is how I do it now.
;) 👍
It bake in all black aghhhhhhhhhhhhhhhhhhhhhhhhhhh
I had the same problem and the solution was to make the metallic input zero on the BSDF node.