Hi UGuruz, You are getting the seamline jagged tearing issues because the UV islands that you created at 4:45 don't have enough margin between each other. After adding enough margin between the UV Islands, there will still be a seam, but it is much less noticeable and has no tearing. Also, to hide this seam better, you can use Mark Seam the edge loop in Blender where the top part of the bun and the base meet and then do a normal unwrap. You can do the same to avoid visible tearing in your burger patties too. Lastly, to get the most out of the displacement data, it might be useful to store it inside a TIFF or EXR image instead of a png/jpeg. P.S. I really enjoy your Unity level design tutorials! Keep 'em coming!
The amount of steps required for this is process is absolutely ridiculous and complex. I appreciate your explanation, I’m just confounded that this is what needs to be done to go from Blender to Unity. There’s no way I’m manually doing this every time I want to update a model and material… and then it doesn’t even set the material properties! I feel like I’m taking crazy pills
To fix the normal map problem change the Color space on the Image texture node from "sRGB" to Either "Raw", "linear", or "non-Color" I was also having problems in Blender 3 getting the diffuse baking properly. Some areas were black. I had to put my diffuse output of my nodes into a "Diffuse BSDF" instead of the "principled BSDF"And then it worked. I also noticed there was not an option to bake the metalness map. So my workaround was to plug my metanless nodes into the "Diffuse BSDF" and bake diffuse. Kind of confusing, but it worked.
10:29 "If anyone knows how to fix this issue please let me know in the commment section" Yes, the way to fix this is to create seams yourself in your mesh, in this case I would suggest creating a seam around the bun so that you have two pieces, you do this by edge selecting a ring around the bottom edge of the bun, right click (or left click depending on your blender settings) and choosing "mark as seam" with that ring of edges selected. Then you would select the whole bun in face edit mode, and right click to unwrap (just unwrap) then blender will unwrap the model based on the seams you made, and the bake should look way better.
You don't have to do that with the Tomatoe. Just go into Object Data Properties then go to UV Maps and create an ADDITIONAL UVMap. Make sure the original UV Map is set to the RENDER UV Map by having the camera icon on next to it, it's this way by DEFAULT. Then just select the new UV Map and then do a UV Unwrap and it will unwrap to that one and with it SELECTED will bake the texture to that UV Map. When you export it as an FBX you can either DELETE the original UV Map, OR in Unity tell it to select the ALTERNATE UV Map in the properties of the FBX file. Then it will properly map your baked texture onto the object in Unity.
the only way i know of how to fix the normals is that i add an extra stroke on uv border via photoshop that way when i generate my normal maps they are perfectly fine
I am making a game like Subway Surfers where I need a curve world. But there are multiple objects (like train, dodge barrier, road etc.) with multiple materials. Is there anyway to have a single material for all the objects (In your case single material for the bread, cheese, fries etc. ie. the whole burger)? Searching for this for about a month. Thanks in advance :)
in the game using a lot of material for one single object will surely resource intensive for unity and it will have more draw calls.. i hope you have updated video for atlas map.
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.
I never managed to do something usable, I can do it without worries but nothing comparable to what I can do if I use each of the textures in photoshop and krita and others depending on the target software. I also tried simplebake, an easy to use addon but not able to bake properly.
Purchased model and simple export without bake managed to export everything.. but.. notice textures not in same positions. So I hope this tutorial will solve issue or even makes model look better :)
Havin trouble. When I export my sniper. I applied wood on the stock and metal textures on the barrel/scope, etc. They're image textures. I then followed the steps, but when I import it into the service I am using to make my game it's all covered in wood?
great, I'm about to start into Unity, to make my films. I have a zombie series episode 1 out on my channel and I have seen how the cinematics can be so nice and fast, and so in the future want to render out of unity.
Found fix.. In Blender select 3d object, In Object Editor select menu "Data", expand menu "UV Maps" and create new UVMap which will be used for baking.
I've got a situation where 2 of my textures ONLY look good on the model when the UVs are scaled much larger than the little square of the texture. How do I deal with that?
So much hassle around that basic thing like importing assets.. Can't even imagine, I would have to import several dozens objects from Blender to Unity... Isn't there some more normal way of doing that?
@4:12 is when he actually explains how to do what the title states. I almost skipped and gave up on your video due to waiting for you to actually get around to........what the title states. This seems to be a common issue with tutorials on YT because the majority do not care how the potatoes come before the meat so it helps to mention a time stamp of when you actually get to the meat of your title. Just a suggestion bro.Thanks.
Should mention after fackin with blender & unity many hours - you should save baked textures in file, make a absolutely new material, then load saved textures to it. Or unity may not link textures to materials and you'll have to link them manually
dude I just want to thank you for not putting tutorial torture music in this video. God bless you.
Hi UGuruz,
You are getting the seamline jagged tearing issues because the UV islands that you created at 4:45 don't have enough margin between each other.
After adding enough margin between the UV Islands, there will still be a seam, but it is much less noticeable and has no tearing.
Also, to hide this seam better, you can use Mark Seam the edge loop in Blender where the top part of the bun and the base meet and then do a normal unwrap. You can do the same to avoid visible tearing in your burger patties too.
Lastly, to get the most out of the displacement data, it might be useful to store it inside a TIFF or EXR image instead of a png/jpeg.
P.S. I really enjoy your Unity level design tutorials! Keep 'em coming!
Thanks for your feedback. I would definitely try this.
image texture node must be set to non-color data, you use it as sRGB so that produces a very incorrect projection from the normal map.
04:36 攤平UV〔Smart UV Project〕
06:02 渲染選Cycles、CPU
06:16 Render Samples 16 or 32 先測試再調高
06:40 Bake Type
I literally felt my brain expanding as I watched this. Thanks for the super clear explanation!
The amount of steps required for this is process is absolutely ridiculous and complex. I appreciate your explanation, I’m just confounded that this is what needs to be done to go from Blender to Unity. There’s no way I’m manually doing this every time I want to update a model and material… and then it doesn’t even set the material properties! I feel like I’m taking crazy pills
skill issue
@@himanshrasalit’s not a skill issue it’s the fact that it’s extremely fucking tedious for no damn reason at all
To fix the normal map problem change the Color space on the Image texture node from "sRGB" to Either "Raw", "linear", or "non-Color"
I was also having problems in Blender 3 getting the diffuse baking properly. Some areas were black. I had to put my diffuse output of my nodes into a "Diffuse BSDF" instead of the "principled BSDF"And then it worked. I also noticed there was not an option to bake the metalness map. So my workaround was to plug my metanless nodes into the "Diffuse BSDF" and bake diffuse. Kind of confusing, but it worked.
Oh thank you so much! ❤
Incredible video Ive been looking for someone to explain how baking actually worked
10:29 "If anyone knows how to fix this issue please let me know in the commment section"
Yes, the way to fix this is to create seams yourself in your mesh, in this case I would suggest creating a seam around the bun so that you have two pieces, you do this by edge selecting a ring around the bottom edge of the bun, right click (or left click depending on your blender settings) and choosing "mark as seam" with that ring of edges selected. Then you would select the whole bun in face edit mode, and right click to unwrap (just unwrap) then blender will unwrap the model based on the seams you made, and the bake should look way better.
Holy shit, this is complicated stuff. Did not expect it to be this cumbersome.
I was thinking about this yesterday. Thanks.
Hope you like it!
@@UGuruz Yes. Very helpful.
Thank you. These videos are so clearly explained. Soooo helpful.
Glad you like them!
Thanks so much! I needed to learn this today and this taught me what I needed.
Thank you, this was exactly what I was looking for to unpack embedded textures so I can edit them in Photoshop
great tutorial sir....as always.
Glad you liked it
thank you very much, other videos i watched skipped many steps. This video helped me a lot
Thank you, Sir! lovely and clear explanation, Happy Diwali❤
Do we have to bake textures even if we export as .obj? Or will the texture information get stored in . Mtl file automatically according to the nodes?
Please enable the Auto Closed Captions. This video seems useful but I was unable to follow because there was no CC to read along to.
You don't have to do that with the Tomatoe. Just go into Object Data Properties then go to UV Maps and create an ADDITIONAL UVMap. Make sure the original UV Map is set to the RENDER UV Map by having the camera icon on next to it, it's this way by DEFAULT. Then just select the new UV Map and then do a UV Unwrap and it will unwrap to that one and with it SELECTED will bake the texture to that UV Map. When you export it as an FBX you can either DELETE the original UV Map, OR in Unity tell it to select the ALTERNATE UV Map in the properties of the FBX file. Then it will properly map your baked texture onto the object in Unity.
make video please
It keeps coming out black after the first step 7:07 im doing the exact same thing
I'm actually glad you uploaded this as I got a very big Unity project im doing and gonna need this
I love you man you are great
This is perfect!! Thank you so much
Thanks. Fast and easy.
Thanks! I know this sounds crazy, but Ive been stuck on this on almost 2 days
so do I
the only way i know of how to fix the normals is that i add an extra stroke on uv border via photoshop that way when i generate my normal maps they are perfectly fine
very useful. Just solved my problem!!Thanks a lot
Very nice video!! Thank u
Great tutorial!
Nice tutorial! You helped me a lot! : )
Glad it helped!
I am making a game like Subway Surfers where I need a curve world. But there are multiple objects (like train, dodge barrier, road etc.) with multiple materials. Is there anyway to have a single material for all the objects (In your case single material for the bread, cheese, fries etc. ie. the whole burger)?
Searching for this for about a month. Thanks in advance :)
Nice textures
Outstanding! I am having problems with Environment Texture + Texture Coordinate. Not baking correctly... any idea? Thanks!
A very Important Topic covered ..Thank you.
You are most welcome
Thanks, your video is very helpful
in the game using a lot of material for one single object will surely resource intensive for unity and it will have more draw calls.. i hope you have updated video for atlas map.
Can you make same video on 3ds max to Unity.
That was amazing, thank you so much!
You're so welcome!
Great tutorial! Thank you sir
You are welcome!
thanks this helps!🙂
Why when I bake my texture turns out dark or black?
same
Great video, but for some reason i cant find my texture folder anywhere. help?
thank you it is Soooo helpful.
Thank you!
Thank You
Thank you, you save my project ^^
Glad it helped!
Tasty!!😋
It is!
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.
I never managed to do something usable, I can do it without worries but nothing comparable to what I can do if I use each of the textures in photoshop and krita and others depending on the target software.
I also tried simplebake, an easy to use addon but not able to bake properly.
For example if you apply this method with the same model and you do it well you will get the same result, but with a skin texture it will be unusable.
sir i need help ,how to export multiple texture( image texture exmple- using 4 image textutre earth in OBJ. formate in eevee from blender 3.0
GENIUS!!!
hi how create a mesh from texture i know is with bake emit but i cant do it when i do the final result es with bad quality
For some reason, the texture maps and albedo doesn't get automatically applied? Any fix?
I'm joining to this question.. same for me
@@strezz1560 Make new material, then apply baked textures to it. Delete procedural materials. Then export. This helped for me.
i'm glad i'm watching this eating a burger :D
No active image found in material "material name" for object ""
Delete all materials, make new materials, bake them, delete all, make new and apply baked textures
when i imported it, it was all white with no textures, was the normal required? cause i didnt put it and now it ended up with no textures
Did you not save the new baked files, how did it still worked
Purchased model and simple export without bake managed to export everything.. but..
notice textures not in same positions. So I hope this tutorial will solve issue or even makes model look better :)
Thanks good video :)
Glad you liked it!
Havin trouble. When I export my sniper. I applied wood on the stock and metal textures on the barrel/scope, etc. They're image textures. I then followed the steps, but when I import it into the service I am using to make my game it's all covered in wood?
I think you need to join your objects in blender and make a new uv /rebake for the whole new object. I haven't done this yet though so idk
good admin
is it possible to create a non textured model in blender --> put it in unity, then texture it in unity instead?
great, I'm about to start into Unity, to make my films. I have a zombie series episode 1 out on my channel and I have seen how the cinematics can be so nice and fast, and so in the future want to render out of unity.
When I uvwrap, my texture is flipped and not aligned like in original model.. :X
Found fix..
In Blender select 3d object, In Object Editor select menu "Data", expand menu "UV Maps" and create new UVMap which will be used for baking.
I've got a situation where 2 of my textures ONLY look good on the model when the UVs are scaled much larger than the little square of the texture. How do I deal with that?
bro, can you make tutorial unity render likes blender render eevee?
So much hassle around that basic thing like importing assets.. Can't even imagine, I would have to import several dozens objects from Blender to Unity... Isn't there some more normal way of doing that?
Hii Guruz
You can fix normal map issue by change color space sRGB to non color and its just blender vieport thing
For me doing one texture the first one I tried baking it and nothing happened. :( please help.
how do you bake glass texture?
Impossible. You need to set same glass shader in unity, cause it's not texture - it's material.
@4:12 is when he actually explains how to do what the title states.
I almost skipped and gave up on your video due to waiting for you to actually get around to........what the title states. This seems to be a common issue with tutorials on YT because the majority do not care how the potatoes come before the meat so it helps to mention a time stamp of when you actually get to the meat of your title. Just a suggestion bro.Thanks.
This tutorial seems to be more beginner friendly, so he's explaining in detail. Nothing wrong with that.
Also, there's time stamps available.
Wow!
Maybe I should start using blender one of these days.
nonono it's piece of shet
@@krutoyinfounfortunately it's too late, I already know how to use blender and I already made loads of models for myself :D
Thanks for this tutorial, but I've a question, can you export and bake animate shader or texture in Unity ?
maybe using image sequence instead of image texture? I'm not sure
Sir can you make deep c# scripting videos
im hungry now . thx
i love it, very very very thanks... a lot...jesus
Sir, I have been watching your videos for three months, your way of speaking and voice make me feel that you are Indian. Are you indian???
Yes I am
Hi sir I want to collaborate with you
I can create 3d models
The patty sticking out of cheeee I can't
I am a new learner
I dare you to make the pie slice
I think Someone baked it a little too long.. more like burnt.
😆
Using Blender to Bake a Burger??
do one but ligthing , to unity thas my real problem man...bye...from the last country in y the World
Should mention after fackin with blender & unity many hours - you should save baked textures in file, make a absolutely new material, then load saved textures to it. Or unity may not link textures to materials and you'll have to link them manually
wow this is useless, I just wanna bake HDRP mask map.
Stupid system