YES!! This is the only tutorial that actually worked for me! This was the perfect tutorial, and I was successfully able to bake multiple UV's into one with this method. Here are some notes I have, from my own trial and error when following this video: 1. When arranging the UV'S in order in the UV Vertex tab, the 1st UV is not going to be moved. You leave the 1st UV where it is, in the 0 position on the x-axis. Instead, on the 2nd UV, you move it 1 on the X axis in UV Vertex . Then, the 3rd UV gets moved to 2 on the X axis in UV Vertex, etc. 2. Before moving each UV on the X-axis, and before selecting the object in edit mode to display the UV, MAKE SURE WIREFRAME / X RAY is turned ON!! You want to make sure you are grabbing the whole model in the 3D viewport, or the entire UV will not display correctly. Also, if the coordinates are not popping up for you in the UV Vertex tab, its because you are not selecting the UV in the UV editor tab. 3. For each separate mesh, you download whatever material (image texture) that each mesh is using IN ORDER , and rename each image. THE NAMES SPECIFICALLY HAVE TO BE "anything.1001", "anything.1002", etc. with the word "anything" being whatever you want to name it. It HAS to be named like that. (EDIT: IF ONLY 1 IMAGE APPEARS when creating a UV when you're adding all the "anything.1001, anything.1002", it's because all images need to be the same file type. PNG, JPEG, etc.) Only one. 4. 2:51 To "attach the just renamed UDIM texture" , in the shading tab, add a material, just click new, like he does, then to do the rest manually, Shift + A, and search up Image texture. Add it. Then, shift+a again, and add Mapping. Then, shift+a, add Texture Coordinates. Attach the Texture Coordinates "UV" dot to the Mapping "Vector" dot that's on the left. Then attach the right Vector dot on Mapping, to Image Textures left side Vector. Then attach the image texture Color dot to the principledBSDF Base Color dot. Open image texture and add the "whateveryounamedthis.1001" image from earlier. 5. When changing the color to Emission, make sure the strength is set to 1.0, or you won't be able to see your model When all is said and done, if the image bake turns out bad, it's usually caused by issues with "overlapping vertices." Which means you want to start the process over, but instead this time, when you select the mesh in edit mode with xray/wireframe, youre going to want to hit "U" on your keyboard, and click on Smart UV Project. This will drastically improve your UV from before, because it will fix most "overlapping" issues that your UV had before. Still, go to the "select" tab and click on "Select Overlap" to see which parts of the UV are still overlapping, and then attempt actually manually separating them. Then, rescale the UV down to whatever size it was at and place it back in its respective place on the image. But this can actually be difficult. No idea why texture baking it's so complicated. (EDIT: I followed this tutorial and only this tutorial, i didn't see the free blender add-on that was posted in the comments. I would recommend trying the add-on first, and if it just isn't working out for you, come back here, I was able to successfully to bake 5 UV's into 1 with this video)
I'm stuck on the part where after you name it, it doesn't allow you use multiple files. I have .1001 and .1002 but it will only load one image, I have no idea what I'm doing wrong. If I load .1002 the first tile will be blank, but the image will load in the second tile. If I load .1001 teh image loads in the first tile but nothing in the second one.
Almost got this to work but when I unpacked the model it turned to nothing but triangles, UV mapping isn’t displaying correctly. I wonder if this can be done without unpacking ?
Half of me is thankful there’s a way to do this. The other half of me hates how convoluted Blender is. In fact, overall, I want to say that Blender simply sucks at dealing with UV maps. Something as simple as maintaining proper orientation/rotation, which can drastically screw up the lighting, is not coherent and usually causes enough extra work (to rotate various islands) that I might as well take my model somewhere else to unwrap it, then bring it back.
BRO!!!! Im kitbashing a model, and this will save me HOURS!!! Thank you!! Question, does it only bake bits of the texture with geometry associated with them into the new texture? I don't want to have to manually erase bits that i have removed the geometry for from the texture
Good morning !! could you please explain whether the UV resolutions need to be the same before merging the models ? (I have different objects with normal maps of various resolutions, such as 2048, 4096, and 1024.) THANK YOU!!🥹😭
The final result after baking the emission is completly blur, I have bakes a pillar in only using 2k textures for each process, but the last one is messed up, how to fix that ? I use 2k for game engine
when i go back in to material preview i dont see the texture i only see it in render i am new to this and so far fallowed the video and done it all like you but i am needing to have the texture as a base colour and this isnt can you show me how to use the emit as a base colour not sure if this is possible was a great vid i just need more lol
You need to know about render pass. In my video, my purpose is to combine any existing textures. You can connect any texture to emit, base color, normal, glossy, etc. Why I chose emit as the baking type because the other result is not stable.
Hello, I am looking for what replaces the "mixrgb" function in the shader editor? it's to combine two images, does anyone know what they replace it with?
I have a problem, unfortunately the object is complex and for some reason it's broken, I've been working on it for 10 days and I can't anymore!!!! I'm angry and exhausted! Nothing works. The resulting texture projects the texture wherever i font want. I need it for a game where 1 texture is needed. I have 2 and I am angry
Calm down bro, this video just shows the principle of texture merging. If you urgently need to solve your problem, you can watch this video ruclips.net/video/JrxLAd4f0U0/видео.html It’s more powerful and easy, good luck to you!
they are barelyget fit in that single image , what if we have bigger model , after udim , then again unwrapping into single image will give blurry texture result.
Here is a free blender add-on I made for combining textures: ruclips.net/video/viMulpn-sFg/видео.html
Thank you!
YES!! This is the only tutorial that actually worked for me! This was the perfect tutorial, and I was successfully able to bake multiple UV's into one with this method.
Here are some notes I have, from my own trial and error when following this video:
1. When arranging the UV'S in order in the UV Vertex tab, the 1st UV is not going to be moved. You leave the 1st UV where it is, in the 0 position on the x-axis. Instead, on the 2nd UV, you move it 1 on the X axis in UV Vertex . Then, the 3rd UV gets moved to 2 on the X axis in UV Vertex, etc.
2. Before moving each UV on the X-axis, and before selecting the object in edit mode to display the UV, MAKE SURE WIREFRAME / X RAY is turned ON!! You want to make sure you are grabbing the whole model in the 3D viewport, or the entire UV will not display correctly. Also, if the coordinates are not popping up for you in the UV Vertex tab, its because you are not selecting the UV in the UV editor tab.
3. For each separate mesh, you download whatever material (image texture) that each mesh is using IN ORDER , and rename each image. THE NAMES SPECIFICALLY HAVE TO BE "anything.1001", "anything.1002", etc. with the word "anything" being whatever you want to name it. It HAS to be named like that.
(EDIT: IF ONLY 1 IMAGE APPEARS when creating a UV when you're adding all the "anything.1001, anything.1002", it's because all images need to be the same file type. PNG, JPEG, etc.) Only one.
4. 2:51 To "attach the just renamed UDIM texture" , in the shading tab, add a material, just click new, like he does, then to do the rest manually, Shift + A, and search up Image texture. Add it. Then, shift+a again, and add Mapping. Then, shift+a, add Texture Coordinates. Attach the Texture Coordinates "UV" dot to the Mapping "Vector" dot that's on the left. Then attach the right Vector dot on Mapping, to Image Textures left side Vector. Then attach the image texture Color dot to the principledBSDF Base Color dot. Open image texture and add the "whateveryounamedthis.1001" image from earlier.
5. When changing the color to Emission, make sure the strength is set to 1.0, or you won't be able to see your model
When all is said and done, if the image bake turns out bad, it's usually caused by issues with "overlapping vertices." Which means you want to start the process over, but instead this time, when you select the mesh in edit mode with xray/wireframe, youre going to want to hit "U" on your keyboard, and click on Smart UV Project. This will drastically improve your UV from before, because it will fix most "overlapping" issues that your UV had before. Still, go to the "select" tab and click on "Select Overlap" to see which parts of the UV are still overlapping, and then attempt actually manually separating them. Then, rescale the UV down to whatever size it was at and place it back in its respective place on the image. But this can actually be difficult. No idea why texture baking it's so complicated.
(EDIT: I followed this tutorial and only this tutorial, i didn't see the free blender add-on that was posted in the comments. I would recommend trying the add-on first, and if it just isn't working out for you, come back here, I was able to successfully to bake 5 UV's into 1 with this video)
I'm stuck on the part where after you name it, it doesn't allow you use multiple files. I have .1001 and .1002 but it will only load one image, I have no idea what I'm doing wrong. If I load .1002 the first tile will be blank, but the image will load in the second tile. If I load .1001 teh image loads in the first tile but nothing in the second one.
@@Arunnejiromake sure all images are one file type (.jpeg or .png) i had the same problem before
i stumbled on your video by accident but it has answered a lot of questions I had. wow, definitely saving this for ron!
you sir are a freaking wizard. i know this may be sudden but, i think i love you.
This is exactly the video I've been looking for.
Almost got this to work but when I unpacked the model it turned to nothing but triangles, UV mapping isn’t displaying correctly. I wonder if this can be done without unpacking ?
You are my life saver, thanks a lot
bro that's crazy I was about to tell my client that one single texture for a 279+ parts model is impossible
279+ parts is crazy bro
ruclips.net/video/JrxLAd4f0U0/видео.html This is a new method to combine textures easily, 279+ parts is possible!
Half of me is thankful there’s a way to do this. The other half of me hates how convoluted Blender is.
In fact, overall, I want to say that Blender simply sucks at dealing with UV maps. Something as simple as maintaining proper orientation/rotation, which can drastically screw up the lighting, is not coherent and usually causes enough extra work (to rotate various islands) that I might as well take my model somewhere else to unwrap it, then bring it back.
BRO!!!!
Im kitbashing a model, and this will save me HOURS!!! Thank you!!
Question, does it only bake bits of the texture with geometry associated with them into the new texture? I don't want to have to manually erase bits that i have removed the geometry for from the texture
The answer is yes, if your geometry only uses half of the texture, it only bakes the used part into a new texture.
Same, since all this time I didn't know how to preserve small UV, this man deserve an award
How did you put the images in UDIM? When I add one of the textures, the others disappear and when I add texture 1003, 1002 also disappears
Good morning !! could you please explain whether the UV resolutions need to be the same before merging the models ? (I have different objects with normal maps of various resolutions, such as 2048, 4096, and 1024.) THANK YOU!!🥹😭
No, you can set any resolution that you want.
@@ArtTech-uk8nt THANK YOU!!!
it worked but my model had some textures that required to have transparent background and the bake background is black, what can i do
The final result after baking the emission is completly blur, I have bakes a pillar in only using 2k textures for each process, but the last one is messed up, how to fix that ? I use 2k for game engine
how to attach that? what key?
and textures doesnt seem correctly
when i go back in to material preview i dont see the texture i only see it in render i am new to this and so far fallowed the video and done it all like you but i am needing to have the texture as a base colour and this isnt can you show me how to use the emit as a base colour not sure if this is possible was a great vid i just need more lol
You need to know about render pass. In my video, my purpose is to combine any existing textures. You can connect any texture to emit, base color, normal, glossy, etc. Why I chose emit as the baking type because the other result is not stable.
Hello, I am looking for what replaces the "mixrgb" function in the shader editor? it's to combine two images, does anyone know what they replace it with?
Very nice Sir
I have a problem, unfortunately the object is complex and for some reason it's broken, I've been working on it for 10 days and I can't anymore!!!! I'm angry and exhausted! Nothing works. The resulting texture projects the texture wherever i font want. I need it for a game where 1 texture is needed. I have 2 and I am angry
Calm down bro, this video just shows the principle of texture merging. If you urgently need to solve your problem, you can watch this video ruclips.net/video/JrxLAd4f0U0/видео.html It’s more powerful and easy, good luck to you!
Does this work when there are multiple materials in each part?
No,please watch my latest video.
Thanks for tutorial. Will it work for a game assets which I want to export to Unreal Engine 5?
Yes, you can combine the other textures,such as normal maps, use the same method.
Thanks . Thaaanks 🙂
is possible to bake with UDIM?
I’m not sure, you can try it.
How did you get the setup at 0:33
I'm sorry, I don't know what setup you're referring to.
@@ArtTech-uk8nt I was talking about the Blender setup that you had. But I figured it out.
@@FiveCookie3569 OK, Good luck to you.
2:30 I didn't understand how you made the UDIM file
Enable tiled option when you create new texture
@@ArtTech-uk8nt I meant the car 1001 png you select at 2:39
@@pollocaliento65 That is the specification of udim textures,I just duplicate my original textures and rename them like 1001.png 1002.png and so on.
@@ArtTech-uk8nt IT WORKED, thank you very much
@@pollocaliento65
is this add on " image" could you please the link
The “image” tab is not an addon, it’s a built-in tab.
i have a problem. I have 1 UV map and 2 textures for 1 model :(
You can check the link in the pinned comment, it can merge the VU and texture of models, no matter how many they are.
dopes this work with the normals?
If you already have normal maps, you can combine them with this method.
they are barelyget fit in that single image , what if we have bigger model , after udim , then again unwrapping into single image will give blurry texture result.
You can set the resolution of the texture for baking. Watch the pinned common, there is a new method to combine textures, good luck to you.
Thank
How u made this 2:51
It‘s a built-in addon called node wrangler, select a texture press curl + t will automatically build the connection.
you lost me at 2:30, the textures dont even appear
Sorry to hear that,maybe you lost some step,please try again:)
@@ArtTech-uk8nt nah its fine i just followed another tutorial lmao
@@Foxtrot-1-1 OK,Good luck to you.
@@Foxtrot-1-1What tutorial was it?
Not working images in UV not show (only one or only 2 but no 3!!!!) after i made it it make me a purple texture full thats it!!!!!
It only uploaded 2 images for me, everything is written and done as it should duck!!!!
I don’t understand anything
There is a free add-on in the sticky comment, maybe it could help you.
Not working at all look fake
2:50 what shortcut you used here?