I cannot put into words how helpful this was. I came into this video wondering if it was going to work in my case (one object with multiple materials) and immediately in the beginning you list every scenario in where this works and my question is answered. You explain every step in detail very well but also not exaggeratedly slow. You're one of the best tutorial channels on this site. Great stuff man.
Wow thansk! I did this and then I decided to try just baking the metallic part last with the full lighting allowed (I can't use shininess for what I'm using it for) and it worked great!
Namaste! from India. thats what i have been looking for. Thanx Ryan.....Next = I am gonna watch your baking playlist to learn more and both tutorials of 1hr on Procedural Nodes for beginners. you have covered everything on your channel regarding blender.
@@RyanKingArt HI! its a request, kindly make tutorial on upholstered & Boucle Fabric Texture for couch/Sofa - furniture advance level. pls try to make it asap. i know u have busy schedule, but pls try. Thnx
Hello, thank you so much for this video, it was incredibly useful and I succeeded in baking my first texture! Also, you explain it very well, the video is well paced and easy to follow for non-English speakers. So thank you very very much! 💙
thank God I found you channel, I was publishing a model and it had multiple materials I needed to do it fast this video helped me a lot I wish every tutorial were just explained concepts simple and informative as you.
Always have to come back to tuts for this. This one's gold! P.S. I have also experienced issues with SHEEN values causing bad bakes. Disable that similar to what you did with metals.
Hello Derek. Thanks for watching. Glad the video is helpful! Yeah, I've also found that if the Subsurface is turned up it can mess up baking the color map too.
dude absolute hero. i was sitting there being a total fucking noob completely stumped as to why my materials had no colour in godot. such a great and clear tutorial
For anyone whos stuggling with bake time, set the tile size under Render/Performance to the same as your texture image size couple save you a lot of time ;)
Incredibly comprehensible tutorial! I'm one step closer to being able to modify my favorite game with things I've always wanted in it. Btw, what kind of music do you like listening to? :D
thank you so much for sharing that! i got a quest so if i buy the addon quick baker would it be possible to bake multipule objects into 1 image like you showed up in this video?
Great tutorial, thanks! One thing bothers me in particular - how to keep proportions in UV? For example, I am working on a car which has a large caroserie (body) and many small parts. During smart UV or any other "auto" UV technic, those large areas loose their size comparing to those small parts. How to prevent that from happening? (I know, seams and manual editing - any easy, fast solution?)
realy nice thanks just one question whats happen when i change the scale in the mapping , and when i baked its baking with the original size scale and not the one i want ?
dijja find any way out for such scenario? I'm facing the same issue - multiple materials for one character (torso, eyes, arms, legs, mouth, whatnot, etc, etc) but when I UV unwrap, it all goes haywire and then upon baking, it's a big flop - not to mention my PC ain't powerful enough for 16K pixels or above so just going with 8K pixels which takes about 3-5 mins to bake but the end result is just awful (cause the UV unwrap was pathetic ofcourse ***facepalm***) PS: I'm trying to bake using me CPU although me GPU is 6GB but I heard someone say in their tuts to use CPU so maybe that's why it's taking so long to bake but that UV unwrap though ***sigh***
Great Vid as always! My main concern using this would be if it would improve rendering time / rendering recources? I mean will this help to render more complex Models that has a lot of different materialed applied and make it faster?
Hi bro thank you so much. I was looking for how to bake all textures into one to my clients and you saved me But i have a question. What if i joined all the 3d my mesh firat then unwrap it the bake . Is it also going to work ? Thanks
It only renders on of the materials, the rest (for example the place where wood is supose to be) is transparent on the baked image, there are also some black spots.
Thank you for this video! I have a question though and cannot seem to find the answer anywhere. I've combined everything into one material like shown in the video but now I'm needing to export the texture on my model to use in Roblox studio. Would you be able to explain how you can bake all of the images onto one for export or what is needed to be done? Thanks so much!!
Hey Ryan, I'm pretty sure I'm missing something or can't find it... But... I have one object with many materials, would like to bake all those materials/textures, to a duplicate of that object to one material/texture only... do you have a video about it ? thanks in advance
Note to self: This works for Elden Ring modelling. I have to uv map manually because my smart uv project doesn't always work correctly. Trust this process!
ok, and is possible to get this map and expand them? for exemple, you have a avatar with one texture map, but you need the arms, legs, head and body in differents parts. thanks in advance
Why does my end result appear to have a lower resolution and makes everything appear metallic? The entire room I've made has this solid sheen just over everything. I had no metalness in any of the materials and Metal is at 0.
here's the thing, i've a problem with roughness map, it's turning in pure black square, and in a bottom of a screen, it say's: "baking map saved to iternal image" How to solve that?
Awesome tutorial, one question though, why did you turn off the metallic value when baking the base color but for the others you left the metallic value as 1?
for anyone having issues with it starting the bake and then instantly stopping it, check to see if "Selected to Active" is turned on, if it is, turn it off and try again, this is the problem I had so I'm sharing!
Hello, thank you for your video. I was wondering how you would apply multiple textures if you had a single mesh model? I import STL files into Blender and they are a single mesh.
this videos really helpful, but im a little stuck, on the principled bsdf applyinh textures part, CTRL + SHIFT + T Doesn't do anything while I have principled bsdf selected.
It is beyond me why baking in Blender is so damn user unfriendly. It is such an essential thing in 3D graphics and should be top of the list making Blender more accessible, most of all for cross-software usability. Baking needs it's own workspace with things like a material list overview, a queue and it's own cycles settings so you don't have to dial in 1 sample manually. Or why not use another nodes-workspace (like shading, compositing & geometry nodes) to have a 'bakery' where the 'oven' can simply be plugged by the different object/UV/material combos, texture types and final image files. I imagine it would make a lot of sense to not lose it totally in a big project with hundrets of texture sets. Why isn't the whole 'deactivate metallic thing' / manual metallic texture map baking just done by the selection in the drop-down menu? I mean, what are the different baking types good for if not for that? And don't tell me that there is a plugin for it. It would be like saying that Word won't need to have a printing menu, look for third party solutions.
Hello, I apologize in advance for this long comment but I have a question regarding this and I'm not knowledgeable enough about blender to ask it more succintly. I am wanting to make a background for use with realtime motion capture (ie: vtubing). In the program that I use for this right now (Animaze), you need to turn the ability to receive and cast shadows on with every single mesh in the background. The more meshes there are, the more draining it is on the GPU. My ideal background would have lots of books in it. Books that I have actually read, meaning they would all have their own textures. When I have made this and then put it in Animaze, there are way too many meshes to be rendering shadows for. I have tried so many things to join the meshes together, but then, when I take them into animaze, they end up being split. I have finally managed to get someone to explain to me that it is because everything has a separate texture. What I am wanting to do ideally, is to create a row of books that I customize with covers that I have chosen, then join them together into one mesh, where none of the internal surfaces that aren't visable are a part of the mesh any more AND where this is now only one texture that has been created from only the visible parts of the new object. Is the method you are describing in this video able to do this -- able to take multiple separate objects, with separate textures and create one single texture out of them and therefore be able to be read as a single mesh by a rendering program? Thank you very much!
so im following along, trying to bake the texture of my own weapon, but my final yield has almost no color to it at all, only a few pieces of the mesh do. is this a common, easy fix problem?
I got a problem on unwrapping object. I imported an object first which has initial texture map. I divided it two selectors. I made one wood material, and when I using unwrap or smart project uv initial texture map changing. It is different now. I mean parts of the object being placed differently. Can I do unwrap keeping all shapes in their initial places and how?
I'm having the problem where UV textures are overlapping when baking, how do I fix that? Is there a way to asjust the boundaries of the bake like you can with the island margins?
hello there it doesn't work for me. i'm trying to bake multiple materials with one object, i do everything you say. yet, either it bake one material, or an other, but not all at once. then i get the image with just one island baked
I'm having trouble with my latest one first time doing a mesh with 4 materials but instead of coming out in the right sections. It ends up using the whole UV map on the mesh. Instead of the original assigned material spaces really confusing. Tried baking multi different ways but keeps doing the same thing.
So I'm trying to do this with one object but different sections I want different textures/materials. Is there a way to separate the one object into 2 and then do this?
I cannot put into words how helpful this was. I came into this video wondering if it was going to work in my case (one object with multiple materials) and immediately in the beginning you list every scenario in where this works and my question is answered. You explain every step in detail very well but also not exaggeratedly slow. You're one of the best tutorial channels on this site. Great stuff man.
glad it helped! thanks for watching.
Thanks for posting this. Baking multiple materials to a single map is one I've struggled with over and over.
hope the video helps!
you have literally never failed me with a tutorial. you always amaze me man, appreciate it
glad the videos help!
Ryan has the best tutorials ever! Very clear and easy to understand. Thank you a lot
Glad you like it!
We all know who the real guru is. Thank you!
thanks!
Wow thansk! I did this and then I decided to try just baking the metallic part last with the full lighting allowed (I can't use shininess for what I'm using it for) and it worked great!
glad the video helped!
Dudeeee. I am quite new to blender. I spent 2 days for baking. I had a problem. After watching this video I solved it. Thank you so much
glad it helped!
@Ryan King Art - Your are the best tutor for texturing and baking - bar none!
thanks
One thing i keep avoiding but desperately need, thank you so much !
Namaste! from India. thats what i have been looking for. Thanx Ryan.....Next = I am gonna watch your baking playlist to learn more and both tutorials of 1hr on Procedural Nodes for beginners.
you have covered everything on your channel regarding blender.
thanks, hope you like the videos!
@@RyanKingArt HI! its a request, kindly make tutorial on upholstered & Boucle Fabric Texture for couch/Sofa - furniture advance level. pls try to make it asap. i know u have busy schedule, but pls try. Thnx
One of the best texture tutorials out there. Thank you!
Glad it was helpful!
Hello, thank you so much for this video, it was incredibly useful and I succeeded in baking my first texture! Also, you explain it very well, the video is well paced and easy to follow for non-English speakers. So thank you very very much! 💙
thank God I found you channel, I was publishing a model and it had multiple materials I needed to do it fast this video helped me a lot I wish every tutorial were just explained concepts simple and informative as you.
glad it helped!
Always have to come back to tuts for this. This one's gold! P.S. I have also experienced issues with SHEEN values causing bad bakes. Disable that similar to what you did with metals.
Hello Derek. Thanks for watching. Glad the video is helpful! Yeah, I've also found that if the Subsurface is turned up it can mess up baking the color map too.
One of the best channel for blender stuff!
I am so lucky I found this channel it's fking gold mine of content
Baking multiple materials was driving me crazy until I found your tutorial. I can only say thank you dude
glad it helps!
I was literally searching tutorial like this for weeks, its so helpful! Thank you very much, keep going❤
dude absolute hero. i was sitting there being a total fucking noob completely stumped as to why my materials had no colour in godot. such a great and clear tutorial
glad the video helped.
Saved my computer science project! Thank you!
Great, I always find something new when I watch your video ♥️.. thanks so much 😋
thanks for watching!
@@RyanKingArt ❤️🙌
thank you so much! i couldnt figure out for the life of me how to bake textures, but this video solved everything!
glad it helped!
i have done like everything trying to bake this and i had seen multiple tutorials and this is the one that worked thank you so so so so much
Ryan truly is the KING
thanks : )
You’re a great teacher. 1.25x speed is all I needed
thanks!
Ryan`s tutorials are really awesome and helpful. Thank you bro for your effort ! Appreciate it a lot
Glad you like them!
absolute legendary tutorial
thanks!
Legend happy early Christmas
Merry Christmas!
Exactly what I'm looking for!
hope its helpful!!
Thank you too much, this is very detailed, easy to follow, step by step tutorial. I appreciate your effort. Great job.
glad it helped! thanks for watching. 😃
Thanks for this, Ryan. I used this to make a material ID map for Quixel Mixer because the Textools addon wasn't baking. 👍
cool thanks for watching!
Made it to 12:41 then my head exploded :) - Great tutorial Ryan, clear and precise step-by-step guide. Thank you!
Thank you for watching!
Merry Christmas my digital friend
Hope you well
Thank you, Merry Christmas! 🎄 🎄
Love your tutorial, its so helpful and detailed for newbies! Thanks so much!
glad its helpful. thanks for watching!
Spot on, Maestro👍 Awesome work ❤️
thanks!
Gotta love those moments where the tutorial finally just makes fucking sense and everything falls into place lol. Thank you for this video.
glad it helped 👍
All time favorite Ryan king
thanks!
I needed this!
hope you find it helpful!
Tack!
Thank you for your support!
omg i thought it wouldnt work but it did thank you so much
Thanks ryan! I was finally able to texture my models now when exporting them.
glad it helped!
Cool tutorial!
Thanks, Máster!
thanks 👍
@@RyanKingArt
The Next....
Baking hi to low...?
;)
@@AngelAgudoGuerrero Yeah I'd like to make a video on that sometime.
YESSS! Thank u so much! Your tutorial was spot on!!
glad you found it useful!
Thankyou!Thankyou!Thankyou!Thankyou!Thankyou!THANKYOUSOMUCH
THIS WAS SO HELLPFUL THANK YOU
THIS TUTORIAL IS THE BEST THING SINCE LUNAR MISSIONS AND PITA BREAD
You love pita? You look like a pita puffa
Bro you are blender guru 2.0 ❤❤
wow thank you. 🙂
Another great tutorial 👌
glad you like it!
Amazing tutorial!! Thank you so much!
You're very welcome!
Thx !! love it
glad you like it!
Amazing 🤩🤩
Thanks : )
Thank you so much. I'd never guessed my textures turn out so dark, because of the metallic value 😅
hope it helped!
Thanks for the tutorial!
thank you for watching! 🙂
Damn dude you are the best!
thanks
For anyone whos stuggling with bake time, set the tile size under Render/Performance to the same as your texture image size couple save you a lot of time ;)
👍
Thank you so much
you're welcome!
thank you for the great work. really appreciated
you're welcome!
This is very informative.
Glad it was helpful!
Incredibly comprehensible tutorial! I'm one step closer to being able to modify my favorite game with things I've always wanted in it. Btw, what kind of music do you like listening to? :D
Thanks for watching! I mostly like to listen to Lofi, Chillhop, and Filmscores. 😀
thank you! it helped me a lot
Glad it helped!
Dude thank you!
welcome!
Useful video teacher
glad its useful!
Thanks!
thank you so much for sharing that!
i got a quest so if i buy the addon quick baker would it be possible to bake multipule objects into 1 image like you showed up in this video?
Thank you, You are the best🤩🤩🤩
glad you like it!
Thanks
thanks for watching! 👍
Great tutorial, thanks!
One thing bothers me in particular - how to keep proportions in UV? For example, I am working on a car which has a large caroserie (body) and many small parts. During smart UV or any other "auto" UV technic, those large areas loose their size comparing to those small parts. How to prevent that from happening? (I know, seams and manual editing - any easy, fast solution?)
Nice 🤩
thanks!
realy nice thanks just one question whats happen when i change the scale in the mapping , and when i baked its baking with the original size scale and not the one i want ?
Thank you for making this video. I somehow face the issue of the FBX model not being unwrapped like how I've placed it when making the textures...
dijja find any way out for such scenario? I'm facing the same issue - multiple materials for one character (torso, eyes, arms, legs, mouth, whatnot, etc, etc) but when I UV unwrap, it all goes haywire and then upon baking, it's a big flop - not to mention my PC ain't powerful enough for 16K pixels or above so just going with 8K pixels which takes about 3-5 mins to bake but the end result is just awful (cause the UV unwrap was pathetic ofcourse ***facepalm***)
PS: I'm trying to bake using me CPU although me GPU is 6GB but I heard someone say in their tuts to use CPU so maybe that's why it's taking so long to bake but that UV unwrap though ***sigh***
Great Vid as always! My main concern using this would be if it would improve rendering time / rendering recources? I mean will this help to render more complex Models that has a lot of different materialed applied and make it faster?
Hi bro thank you so much. I was looking for how to bake all textures into one to my clients and you saved me
But i have a question. What if i joined all the 3d my mesh firat then unwrap it the bake . Is it also going to work ?
Thanks
It only renders on of the materials, the rest (for example the place where wood is supose to be) is transparent on the baked image, there are also some black spots.
Great tuto, thanks.
But Ctrl+Shift+T doesn't work for me. I tried all leters haha. Need help please
did you make sure to turn on the node wrangler addon?
thanks a lot!
you're welcome!
Thank you for this video! I have a question though and cannot seem to find the answer anywhere. I've combined everything into one material like shown in the video but now I'm needing to export the texture on my model to use in Roblox studio. Would you be able to explain how you can bake all of the images onto one for export or what is needed to be done? Thanks so much!!
Hey Ryan, I'm pretty sure I'm missing something or can't find it... But... I have one object with many materials, would like to bake all those materials/textures, to a duplicate of that object to one material/texture only... do you have a video about it ? thanks in advance
Note to self:
This works for Elden Ring modelling. I have to uv map manually because my smart uv project doesn't always work correctly.
Trust this process!
ok, and is possible to get this map and expand them? for exemple, you have a avatar with one texture map, but you need the arms, legs, head and body in differents parts. thanks in advance
Why does my end result appear to have a lower resolution and makes everything appear metallic? The entire room I've made has this solid sheen just over everything. I had no metalness in any of the materials and Metal is at 0.
here's the thing, i've a problem with roughness map, it's turning in pure black square, and in a bottom of a screen, it say's: "baking map saved to iternal image" How to solve that?
Awesome tutorial, one question though, why did you turn off the metallic value when baking the base color but for the others you left the metallic value as 1?
for anyone having issues with it starting the bake and then instantly stopping it, check to see if "Selected to Active" is turned on, if it is, turn it off and try again, this is the problem I had so I'm sharing!
👍
Hello, thank you for your video. I was wondering how you would apply multiple textures if you had a single mesh model? I import STL files into Blender and they are a single mesh.
select faces you want to have specific materials, and assign it. Then same for other mats
Bro how do have you a video for every problem I encountered
Glad my videos can help!
this videos really helpful, but im a little stuck, on the principled bsdf applyinh textures part, CTRL + SHIFT + T Doesn't do anything while I have principled bsdf selected.
did you enable the node wrangler addon?
@@RyanKingArt ah that fixed it, tysm
Hmm is there a way to bake asset library materials? Or would you just have to append them to the project instead of linking them?
It is beyond me why baking in Blender is so damn user unfriendly. It is such an essential thing in 3D graphics and should be top of the list making Blender more accessible, most of all for cross-software usability.
Baking needs it's own workspace with things like a material list overview, a queue and it's own cycles settings so you don't have to dial in 1 sample manually.
Or why not use another nodes-workspace (like shading, compositing & geometry nodes) to have a 'bakery' where the 'oven' can simply be plugged by the different object/UV/material combos, texture types and final image files. I imagine it would make a lot of sense to not lose it totally in a big project with hundrets of texture sets.
Why isn't the whole 'deactivate metallic thing' / manual metallic texture map baking just done by the selection in the drop-down menu? I mean, what are the different baking types good for if not for that?
And don't tell me that there is a plugin for it. It would be like saying that Word won't need to have a printing menu, look for third party solutions.
Hello, I apologize in advance for this long comment but I have a question regarding this and I'm not knowledgeable enough about blender to ask it more succintly.
I am wanting to make a background for use with realtime motion capture (ie: vtubing). In the program that I use for this right now (Animaze), you need to turn the ability to receive and cast shadows on with every single mesh in the background. The more meshes there are, the more draining it is on the GPU.
My ideal background would have lots of books in it. Books that I have actually read, meaning they would all have their own textures. When I have made this and then put it in Animaze, there are way too many meshes to be rendering shadows for. I have tried so many things to join the meshes together, but then, when I take them into animaze, they end up being split. I have finally managed to get someone to explain to me that it is because everything has a separate texture.
What I am wanting to do ideally, is to create a row of books that I customize with covers that I have chosen, then join them together into one mesh, where none of the internal surfaces that aren't visable are a part of the mesh any more AND where this is now only one texture that has been created from only the visible parts of the new object.
Is the method you are describing in this video able to do this -- able to take multiple separate objects, with separate textures and create one single texture out of them and therefore be able to be read as a single mesh by a rendering program?
Thank you very much!
you showed us how to know that there is no overlapping, but what to do IF you have overlapping? rearranging by hand is the wildest hell on earth
this is good but how can i do this with UDIMS like 4k 2k all together?
would i also need to do the metallic and roughness maps despite not being used in my model?
so im following along, trying to bake the texture of my own weapon, but my final yield has almost no color to it at all, only a few pieces of the mesh do. is this a common, easy fix problem?
Cool!
thanks!
So is necessary bake the materials type by one, is not possible bake everything in one like use "combined"
is there a way for me to do this without changing the uv map? Cant i use the existing UV instead?
I got a problem on unwrapping object. I imported an object first which has initial texture map. I divided it two selectors. I made one wood material, and when I using unwrap or smart project uv initial texture map changing. It is different now. I mean parts of the object being placed differently. Can I do unwrap keeping all shapes in their initial places and how?
Maybe I couldnt explain my problem properly but thank you beforehand
I'm having the problem where UV textures are overlapping when baking, how do I fix that? Is there a way to asjust the boundaries of the bake like you can with the island margins?
Yes, there is a setting to change that. Go to the bake settings on the right side panel. Then go to Margin, and change the size pixels.
hello there
it doesn't work for me. i'm trying to bake multiple materials with one object, i do everything you say. yet, either it bake one material, or an other, but not all at once. then i get the image with just one island baked
Hey what if the UVs and materials are in a UDIM style rows? any help with that? because the single image is out of range of the UV
I'm having trouble with my latest one first time doing a mesh with 4 materials but instead of coming out in the right sections.
It ends up using the whole UV map on the mesh. Instead of the original assigned material spaces really confusing. Tried baking multi different ways but keeps doing the same thing.
I followed everything you did. yet when I put the new textures that I made it just wont show up where it is supposed to....
So I'm trying to do this with one object but different sections I want different textures/materials. Is there a way to separate the one object into 2 and then do this?