While the UI looks quite different now... this is still a very useful tutorial and this add-on is absolutely amazing! I'll be spending the rest of my day exporting models to UE5... something I've been dreading. Thank you!
Thanks for sharing info on this, I've been working with a model with multiple unbaked PBR textures and it's been a freaking nightmare trying to handle it with vanilla blender.
A suggestion for the multiple uv maps, there is an option called udim. Or something like that. That allows you to add more uv grids like the default one. So you don't need to shift or move your uvs around except to move it to its own area.
I purchased this only yesterday as I too struggled with baking. I love your natural informal approach. I wondered if you could do a tutorial on baking from high to low poly models using this add-on. I have not tried it yet but judging by how easy and intuitive the add-on is I’m hoping it wont be too difficult.
Aww, so glad you enjoyed the video! I’ll actually be doing a sort of demo-test for this next month! So if I figure it out, I’ll make sure to make a video on the topic ☺️
I’ve actually reached out to the creator of «UV Toolkit», which I think looks promising. Haven’t used any other UV-unwrapping add-ons, but I certainly want to give them a go some time in the future! ☺️
@@bmbiz Its called mutual appreciation for showing a tool that existed on the market I was not aware of, but nice try trolling as your comment is literally meaningless and nothing but a shallow attempt to make fun of someone and you failed terribly.
hello congratulations for the tutorial ... I did it step by step but I ran into a problem ... the final textures are not the same as the original are slightly blurry ... I used texture 4096 I set output texture 4096 and used simple cube as an example ... what am I wrong? do i have to increase the samples? I emphasize that I am only interested in PBR ... thanks
Something I'm trying to mirror for my gameart work is the workflow in Marmoset Toolbag. Does this addon allow me to specify different object's as high and low, and export the resulting bakes from those as a single image like Toolbag?
How do you install the add-on? Every time I try in the preferences tab I can't find it when I search. It says that it installs it but I can't get anything to appear on Blender
Sometimes you have to go through the /roaming/blender foundation/blender/2.xx/scripts/addons panel and manually install it from there. Google «addons not showing up after install», and you should find more specific information 😊
Also, I have another question: I have a landscape I created which uses multiple PBR Textures. And I'm talking *multiple sets* . Like multiple PBR Grass sets, multiple PBR Rock sets, they're all faded in and out of each other with noise textures and color ramps, there are individual bump maps and it is all a gigantic set of textures and BSDF nodes added all together. Will this add-on help me get that final result of all the textures added together with the noise and the bumps and the roughness values? Let me know please, thank you so so much!
Hmm, now, this is where it gets tricky. If each individual part of the environment is its own mesh without any extra textures (just one material in the material box to the right), you should be alright. However, if several of the meshes are joined with ctrl+j and you see several different materials in the material box, this won’t really work. Because, ultimately you’re trying to bake to ONE map, and if each unwrap of each model takes up a whole UV map, that’ll cause overlapping and you’ll end up with a mess. If you create separate Islands where nothing overlaps, this MIGHT work, but I’d recommend looking into UDIMs instead. As I’ve understood, UDIMs basically contain several UV maps all in one giga-map, and these are usually accepted by game engines, 3D software, etc. I’ve never really used them, though, so don’t quote me on it! But I think the add-on has UDIM support. Perhaps message the creator of the add-on and ask how he’d go about that type of workflow? ☺️ Hope this is useful!
Avoiding overlapping UVs on a texture is what UDIMs are for. Blender supports them, if the addon took advantage of UDIMs in multi-object texture maps the funky texture issue could be avoided.
Hi. I'm wondering about such a thing. We can bake and output textures in the shading panel of the blender. For example, I created a lava flow, animation in the shading panel, so how do I output it? Also my main goal is to dump this output into an unreal engine.
Hey, I have a question I've been really struggling to find the answer for! Is there a way to export materials and textures that are already scaled and adjusted using the mapping node, as well as clicking on one face of the mesh and sliding/adjusting each face to have it sit correctly on the mesh? For example, I have done all this to a building model. I adjusted the texture so that the windows do not appear on edges, I scaled and I transformed the textures and slid them into the proper spots. But now I need to export that as a complete repeated texture with the correct faces and adjustments I have made, so I'm wondering how I can bake those textures out and if this is going to help me with that? Thank you!
That’s a great question! If I’ve understood you correctly, then yes, this add-on would be perfect for that. I recently made an episode using the workflow you’ve just mentioned, and in the end, I used the add-on to bake every part where I’ve adjusted the UV unwrap to fit parts of the original texture: ruclips.net/video/pYFBq6JiqOo/видео.html Hopefully this video will help answer some of your questions. If not, let me know! 😄
Ahaha, I feel you! My old computer before my upgrade this summer couldn’t even ENTER Cycles without suffering a horrible death 🤣 Luckily you don’t have to actually BE in cycles in the viewport, but only when baking, and you can set the processing limit to «low», so you don’t kill your PC in the process :3
The problem with this addon and the tutorials associated with it are the models presented. In my case I'm looking to make a bak of a model with a skin and the result is just unusable. So I do everything with photoshop, I take each of the textures. I have searched everywhere and found no tutorials on how to bake human models correctly. Maybe it's impossible to get something convincing for complex textures since all the tutorials on this addon are almost all identical and only show simple objects? This tutorial and the last one I found on this addon I think I have watched them all.
Tipjar/Donation Link: www.paypal.me/POLYCOSMTipjar
----
Timestamps & Links:
0:00 Intro/Video Summary
1:06 Baking Intricate Blender Shaders To Simple PBR Maps
9:13 Baking Multiple Object Textures To One Texture Map
13:34 Exporting & Uploading Baked Textures/3D Models
14:38 Where To Find "SimpleBake" + FAQ
15:12 Final Words
"SimpleBake" Add-on - Blendermarket: blendermarket.com/creators/haughtygrayalien?ref=163
Amazing video! You have lifted so much struggle , simply bake here I come!
While the UI looks quite different now... this is still a very useful tutorial and this add-on is absolutely amazing! I'll be spending the rest of my day exporting models to UE5... something I've been dreading. Thank you!
Well ...stuff getting real and awesome gradually...I so love it ....🤩🤩🤩
Thanks for sharing info on this, I've been working with a model with multiple unbaked PBR textures and it's been a freaking nightmare trying to handle it with vanilla blender.
100% know the struggle - glad this was helpful! 😄
Great video again. Watching your tutorials is going to bankrupt me :D
Ahaha, I feel you, dude! 😆
Thank you much for explaining. Can you do a combined texture map bake with lights and shadows included?
A suggestion for the multiple uv maps, there is an option called udim. Or something like that. That allows you to add more uv grids like the default one. So you don't need to shift or move your uvs around except to move it to its own area.
Plenty of people have mentioned that! Can’t remember if this add-on supports it, but I think I’ll need to look more into it one day. 😄
@@POLYCOSM I gotchu. This video goes in depth of what a udim is and how to use them in blender 😁
ruclips.net/video/55sGQLX7iho/видео.html
Ahhh, awesome! Thanks dude 😄🙌
I purchased this only yesterday as I too struggled with baking. I love your natural informal approach. I wondered if you could do a tutorial on baking from high to low poly models using this add-on. I have not tried it yet but judging by how easy and intuitive the add-on is I’m hoping it wont be too difficult.
Aww, so glad you enjoyed the video! I’ll actually be doing a sort of demo-test for this next month! So if I figure it out, I’ll make sure to make a video on the topic ☺️
Awesome vid--dig the breakdown.
So glad you liked it, Michael! 😄
Any reason why my texture bakes are black? I've tried like 3 times now....
merry christmas
Merry christmas, dude! Hope you have a wonderful christmas holiday 😄🎄🎉🎅🏻🥳
Another great vid, thank you ❄🏔
Aww, thanks Zeno! 😄❤️
You should check out UVPackMaster if you're not already using it
I’ve actually reached out to the creator of «UV Toolkit», which I think looks promising. Haven’t used any other UV-unwrapping add-ons, but I certainly want to give them a go some time in the future! ☺️
6:56
Guess I have to get one more plugin :-)
This is much better than old school way of baking maps! But I wonder if the add-on can do some high pol to low pol normal map baking as well!
I know right!! Hmm, I have no idea, actually. 🤔 I will certainly look into it that one day!
@@POLYCOSM JBake!
I love you.... You dont even know right now. God. I love you so much.
Hahaha, I take it you liked the video! 🤣 Thanks, man!
LOL. This guy either struggled mightily with baking or he needs to get himself a girlfriend.
@@bmbiz Its called mutual appreciation for showing a tool that existed on the market I was not aware of, but nice try trolling as your comment is literally meaningless and nothing but a shallow attempt to make fun of someone and you failed terribly.
@@JunkztrGaming And now we know another thing you desperately need: to lighten up.
And also save ram. I have some huge textures, that when backed are easy to use.
hello congratulations for the tutorial ... I did it step by step but I ran into a problem ... the final textures are not the same as the original are slightly blurry ... I used texture 4096 I set output texture 4096 and used simple cube as an example ... what am I wrong? do i have to increase the samples? I emphasize that I am only interested in PBR ... thanks
THANK YOU SO MUCH!!!!!
Something I'm trying to mirror for my gameart work is the workflow in Marmoset Toolbag. Does this addon allow me to specify different object's as high and low, and export the resulting bakes from those as a single image like Toolbag?
Hello. I have a question. It's it possible to do blenders top to bottom baking onto a plane including metallic maps with this addon?
How do you install the add-on? Every time I try in the preferences tab I can't find it when I search. It says that it installs it but I can't get anything to appear on Blender
Sometimes you have to go through the /roaming/blender foundation/blender/2.xx/scripts/addons panel and manually install it from there. Google «addons not showing up after install», and you should find more specific information 😊
can you share blend file so I can setup snow material on mesh like you did?
Also, I have another question: I have a landscape I created which uses multiple PBR Textures. And I'm talking *multiple sets* . Like multiple PBR Grass sets, multiple PBR Rock sets, they're all faded in and out of each other with noise textures and color ramps, there are individual bump maps and it is all a gigantic set of textures and BSDF nodes added all together. Will this add-on help me get that final result of all the textures added together with the noise and the bumps and the roughness values? Let me know please, thank you so so much!
Hmm, now, this is where it gets tricky. If each individual part of the environment is its own mesh without any extra textures (just one material in the material box to the right), you should be alright. However, if several of the meshes are joined with ctrl+j and you see several different materials in the material box, this won’t really work. Because, ultimately you’re trying to bake to ONE map, and if each unwrap of each model takes up a whole UV map, that’ll cause overlapping and you’ll end up with a mess. If you create separate Islands where nothing overlaps, this MIGHT work, but I’d recommend looking into UDIMs instead. As I’ve understood, UDIMs basically contain several UV maps all in one giga-map, and these are usually accepted by game engines, 3D software, etc. I’ve never really used them, though, so don’t quote me on it! But I think the add-on has UDIM support. Perhaps message the creator of the add-on and ask how he’d go about that type of workflow? ☺️ Hope this is useful!
Avoiding overlapping UVs on a texture is what UDIMs are for. Blender supports them, if the addon took advantage of UDIMs in multi-object texture maps the funky texture issue could be avoided.
It looks like they have UDIM support now, so that is no longer an issue. Thank goodness.
Whoop, that’s good to hear, thanks! 😄🙌
Hi. I'm wondering about such a thing. We can bake and output textures in the shading panel of the blender. For example, I created a lava flow, animation in the shading panel, so how do I output it? Also my main goal is to dump this output into an unreal engine.
Hey, I have a question I've been really struggling to find the answer for! Is there a way to export materials and textures that are already scaled and adjusted using the mapping node, as well as clicking on one face of the mesh and sliding/adjusting each face to have it sit correctly on the mesh? For example, I have done all this to a building model. I adjusted the texture so that the windows do not appear on edges, I scaled and I transformed the textures and slid them into the proper spots. But now I need to export that as a complete repeated texture with the correct faces and adjustments I have made, so I'm wondering how I can bake those textures out and if this is going to help me with that? Thank you!
That’s a great question! If I’ve understood you correctly, then yes, this add-on would be perfect for that. I recently made an episode using the workflow you’ve just mentioned, and in the end, I used the add-on to bake every part where I’ve adjusted the UV unwrap to fit parts of the original texture: ruclips.net/video/pYFBq6JiqOo/видео.html Hopefully this video will help answer some of your questions. If not, let me know! 😄
Tutorials : use cycles render engine
My deadass pc : don't even think about it
Ahaha, I feel you! My old computer before my upgrade this summer couldn’t even ENTER Cycles without suffering a horrible death 🤣 Luckily you don’t have to actually BE in cycles in the viewport, but only when baking, and you can set the processing limit to «low», so you don’t kill your PC in the process :3
@@POLYCOSM thanks Christina ... Will try it..I m still new to blender.. But learning a lot 😅😅
Is this support for UDIM ?
I’m not quite sure. The developer might have added support since I last used it. Perhaps it says so on the Marketplace page?
The problem with this addon and the tutorials associated with it are the models presented. In my case I'm looking to make a bak of a model with a skin and the result is just unusable.
So I do everything with photoshop, I take each of the textures.
I have searched everywhere and found no tutorials on how to bake human models correctly.
Maybe it's impossible to get something convincing for complex textures since all the tutorials on this addon are almost all identical and only show simple objects? This tutorial and the last one I found on this addon I think I have watched them all.