Some optimization tips, try to reduce the amount of materials you use, in the example of your mushroom it was made of 3 parts with 3 different materials, it'd been better to use just one material to the whole mushroom (so it must've been uv unwrapped the 3 parts into just one map) if you select all the parts in this case the 3 objects that conform your mushroom and all the materials got the same image texture node selected you can bake all to the same png image. Other lil tip to make your images lighter, if you're not using transparencies in your image (blender can't bake transparency anyway) uncheck the "Alpha" box because your are creating a whole new channel on that image that you're not going to use. Finally, when baking your image always try to use the gpu rendering (you have to activate your gpu on blender system settings) and then select GPU bellow the cycles option on the rendering tab, and if you're just baking diffuse you can just use 1 sample (in the video you used 300 samples, but unless you're baking lighting like direct or indirect light, more than 1 sample will be useless bc is gonna render the same 300 times) so if you're baking just diffuse, emissive, roughness, normal, position or uv just use 1 sample and that will save a lot of bake time ;)
@@sydneyculshaw1379 you can make it in many ways, but my 2 to go are: for both you have to bake in 1 image metallic and 1 image for roughness, i method 1.- export your model in .fbx from blender and open it in substance painter, then import both your metallic and roughness textures, make a fill layers, activate only metallic and roughness channels and drag your metallic texture into the metallic channel and your roughness texture into the roughness channel, finally export your textures with unity urp export template. Method 2: in photoshop or any photo editing program that let's you use alpha channel drag your metallic texture, and then making an alpha mask drag your roughness texture, this can vary depending on the program you use, but the point is that you gotta make a texture that in the red channel got your metallic and in alpha channel got your roughness, blue and green channels ard ignored, so you can have your metallic in all rgb, this method being the red channel the metalness and alpha smoothness works only on built-in render pipelines and URP.
This is definitely the best video I've seen so far, I always had this doubt about how to export texture from blender to unity without losing quality. Perfect, congratulations, I'm already following your channel.
Would definitely be interested in that video on a more streamlined process proposed at ~5:09 as many assets I'm working on contain a lot of tiny bits that sometime use the same material (but unwrap differently) or the same shape but use different mats. Just spent way longer than I should have doing every bit individually! Regardless though, thank you for your tutorial as the tutorials I looked at previously were ~quite~ a bit out of date :)
Would love to see more tutorials on the Blender -> Unity pipeline, especially explaining External Data, packing / unpacking of resources, libraries, and textures, and exporting complex and/or rigged models. Thanks!
Wow. Like... Seriously Ive been doing unity and blender for years and EVERYONE has always said I can only do flat, basic materials. Youve seriously changed my life today. Alright - earned a subscribe. Thanks! =)
Seriously helpful! I am just starting to dive into blender the last couple weeks, and today was trying to get some stuff imported into unity and could not figure out how to get textures. I'm working with some slightly more complicated node setups and am still running into a couple roadblocks. Would love to see how to deal with a bit more complex setups.
my god that was so to the point and exactly what I wanted (what you titled the video) without 20 &$%#!@$ minutes of some dude rambling. Thank for you an accurate and concise video. My brother and law and I were trying to figure this out and kept having issues with the image being black or one thing or another going wrong.
Hello, thanks for the great tutorial! I would be very, very interested to see an in depth tutorial with normal maps, roughness and so on. Exporting to Unity has been a surprisingly clunky and unpleasant process ans all help is very appreciated!
What's funny is I wasn't even looking to do what was done in this tutorial. I just wanted to see if you can have separate texture files/images for different parts of a mesh instead of haveing a massive one that encompases the whole mesh. Because Im making a VTuber model, it has loads of separate parts, so its good to know its possible. Thank you for indirectly helping me👌
You're the best!!!! I spent an 6 hour to save obj with my textures from texture paint and i have a trauble with that, but YOU save me, THANK YOU SO MUCH ❤❤❤❤❤❤❤❤
I literally gave up on exporting from Blender to Unity for my purposes and tried to use ProBuilder in Unity directly, because the learning curve was too steep (or, rather, too time consuming as I would just use trial and error). Either the materials didn't come across, or looked wrong, or the normals were wrong, the rotation, scale, etc. were wrong. When ProBuilder proved problematic for more than the most basic of cases I did some more searching and found this. This is another nugget of information in the whole process. I would LOVE a complete Create a simple (but not too simple) model in Blender, with multiple materials including normal maps etc. Export to Unity and use in multiple projects. It sounds like the kind of thing that, if I understood it, I could automate, too!
Very usefull, you really helped me. So, you shoude say about Baking settings one more thing, i'm needed to bake roughness, so if you need it too, just select roughness Instead defuse.
Very nice. Had to do it slightly differently to make it work with ucupaint but still works. Just had to link the image texture to the ucupaint node first instead of the BSDF node.
Great video! I see a lot of blender video's about using Eevee. Why do we need to use cycles? Also, what things are not possible to export to unity? I see a lot of beautiful tutorials for grass for example but I can't seem to find a way to change hair particles to something that unity understands.
you know, there are some gltf extensions for Unity. So just export your object as gltf file from blender, then import it into unity. gltf is based on PBR, so it gonna work for both blender and unity.
Thanks for this tutorial! I get to the unwrap > smart uv project step at 2:20 but then nothing happens. I made sure I was tabbed into edit mode and pressed a to select all. My left pane is looking like yours but then when I unwrap nothing changes but a little smart uv project menu shows in the left corner. If you have any hunches I would greatly appreciated them thanks!
Thank you for the video tutorial! It's really easy to follow and it's an important topic for me. But I have issues, right after I created the texture for the first part of the model. Something goes wrong on the stage where I add the second image texture node. When I repeat the steps I did to create another texture, for the second part of the model, the new texture is for some reason the same I created for the first part of the model, and so it gets glitched because it's applied to the wrong part of the model, this second part. So how do you manage to add several image texture nodes and get perfect results with it? I can add only one without glitches, sadly.
Thank you sooooo much for this tutorial!! My husband and I are making a game together (I'm making the assets) and I have been having such a hard time with "baking," but the way you explained it was so easy to understand! I'm wondering if you (or anyone reading this, lol!) can help me out a bit, I am trying to make a log wall for our game. I got it looking pretty good, I have a texture connected to a "Bump" node and those are the only things plugged into my BSDF. But when I bake it, the texture image shows up, but the Bump doesn't show up, so it looks completely flat. I have no idea why it's doing this!
Does anyone else have the issue where you switch from Eevee to Cycles and the mesh is all black? Looks fine in Eevee but in Cycles my material is not rendering and it's all black?
Could you please assist me? I followed the steps to bake onto a material, but the color gradient doesn't appear correctly in the material (it only shows a solid color). Could you advise me on what steps I should take to resolve this?
i keep getting an error when i try to bake the model i followed all the steps ( the error reads "uninitialized image "reflectroom.jpg" from object "testmat1")
I'm very curious about your over experience level and expertise within different aspects of development. You mentioned creating a game about finding mushrooms, are you also a scripter?
Some optimization tips, try to reduce the amount of materials you use, in the example of your mushroom it was made of 3 parts with 3 different materials, it'd been better to use just one material to the whole mushroom (so it must've been uv unwrapped the 3 parts into just one map) if you select all the parts in this case the 3 objects that conform your mushroom and all the materials got the same image texture node selected you can bake all to the same png image. Other lil tip to make your images lighter, if you're not using transparencies in your image (blender can't bake transparency anyway) uncheck the "Alpha" box because your are creating a whole new channel on that image that you're not going to use. Finally, when baking your image always try to use the gpu rendering (you have to activate your gpu on blender system settings) and then select GPU bellow the cycles option on the rendering tab, and if you're just baking diffuse you can just use 1 sample (in the video you used 300 samples, but unless you're baking lighting like direct or indirect light, more than 1 sample will be useless bc is gonna render the same 300 times) so if you're baking just diffuse, emissive, roughness, normal, position or uv just use 1 sample and that will save a lot of bake time ;)
This is awesome, thank you so much for sharing!!
Probably one of the most informative extra info on a comment I've ever seen
Wow thanks a lot!!
What about baking metallic map for unity do you have any tips for that?
@@sydneyculshaw1379 you can make it in many ways, but my 2 to go are: for both you have to bake in 1 image metallic and 1 image for roughness, i method 1.- export your model in .fbx from blender and open it in substance painter, then import both your metallic and roughness textures, make a fill layers, activate only metallic and roughness channels and drag your metallic texture into the metallic channel and your roughness texture into the roughness channel, finally export your textures with unity urp export template. Method 2: in photoshop or any photo editing program that let's you use alpha channel drag your metallic texture, and then making an alpha mask drag your roughness texture, this can vary depending on the program you use, but the point is that you gotta make a texture that in the red channel got your metallic and in alpha channel got your roughness, blue and green channels ard ignored, so you can have your metallic in all rgb, this method being the red channel the metalness and alpha smoothness works only on built-in render pipelines and URP.
This is definitely the best video I've seen so far, I always had this doubt about how to export texture from blender to unity without losing quality. Perfect, congratulations, I'm already following your channel.
Would definitely be interested in that video on a more streamlined process proposed at ~5:09 as many assets I'm working on contain a lot of tiny bits that sometime use the same material (but unwrap differently) or the same shape but use different mats. Just spent way longer than I should have doing every bit individually! Regardless though, thank you for your tutorial as the tutorials I looked at previously were ~quite~ a bit out of date :)
Absolutely amazing tutorial, crazy how its hard to find good tutorials on texture baking
Would love to see more tutorials on the Blender -> Unity pipeline, especially explaining External Data, packing / unpacking of resources, libraries, and textures, and exporting complex and/or rigged models. Thanks!
Thank you! You saved me here. Couldnt get the other tutorials to work.
This is exactly what I needed for my project! Thank you!
You are a savior, I spent so long trying to find a proper workflow for this!
GOOD TUTORIAL THANKS was searching the entire web about something to help me with exporting textures
Great tutorial. Touches on a few things I was unsure about and doesn't waste any time faffing about. 10/10
Thank you for the video. I extracted the portion I needed for understanding how a exported Blender Object's material can be applied in Unity.
You are awesome! I've spent the last 3 hours trying to figure this out!
Wow. Like... Seriously Ive been doing unity and blender for years and EVERYONE has always said I can only do flat, basic materials. Youve seriously changed my life today. Alright - earned a subscribe. Thanks! =)
Thank you so much!! Happy to help :)
Have you ever heard about manuals? lol
Would love to see a complet guide on how to transfer everything, including normal maps for instance! :)
Hey. That was so helpful. Please do make a more in depth tutorial - would love to wattch and learn. Thanks!
Seriously helpful! I am just starting to dive into blender the last couple weeks, and today was trying to get some stuff imported into unity and could not figure out how to get textures. I'm working with some slightly more complicated node setups and am still running into a couple roadblocks. Would love to see how to deal with a bit more complex setups.
Thx you Tortoise for helping me in my gamedev journey. Was struggling a lot with this and after the video I was able to do it in the first try !!!
Glad I could help!
WOW I just spent days trying to figure this out, and you made it so crystal clear. Thanks for saving the day!!!
Those are the most beautiful mushrooms I’ve ever seen in my entire life 😭😭😭💕
Aww thank you so much!! 🍄
Thank you very muchh. I'm just starting out with 3d modeling and everything is difficult for me. I had a problem today and your video saved me.😭
my god that was so to the point and exactly what I wanted (what you titled the video) without 20 &$%#!@$ minutes of some dude rambling. Thank for you an accurate and concise video. My brother and law and I were trying to figure this out and kept having issues with the image being black or one thing or another going wrong.
Lmao 😆 glad I could help, thank you!
Hello, thanks for the great tutorial!
I would be very, very interested to see an in depth tutorial with normal maps, roughness and so on. Exporting to Unity has been a surprisingly clunky and unpleasant process ans all help is very appreciated!
What's funny is I wasn't even looking to do what was done in this tutorial.
I just wanted to see if you can have separate texture files/images for different parts of a mesh instead of haveing a massive one that encompases the whole mesh.
Because Im making a VTuber model, it has loads of separate parts, so its good to know its possible.
Thank you for indirectly helping me👌
!Thank you so much! would love a more detailled tutorial :3
You're the best!!!! I spent an 6 hour to save obj with my textures from texture paint and i have a trauble with that, but YOU save me, THANK YOU SO MUCH ❤❤❤❤❤❤❤❤
You can leave Properties/Sampling/Render/Max Samples = 1
It won't affect baking quality but will speed up the process
Thanks I finally found the solution to my problem! your a life saverr!
I literally gave up on exporting from Blender to Unity for my purposes and tried to use ProBuilder in Unity directly, because the learning curve was too steep (or, rather, too time consuming as I would just use trial and error). Either the materials didn't come across, or looked wrong, or the normals were wrong, the rotation, scale, etc. were wrong.
When ProBuilder proved problematic for more than the most basic of cases I did some more searching and found this.
This is another nugget of information in the whole process.
I would LOVE a complete
Create a simple (but not too simple) model in Blender, with multiple materials including normal maps etc.
Export to Unity and use in multiple projects.
It sounds like the kind of thing that, if I understood it, I could automate, too!
Thank you very much lady. Youndont know how much time i was looking for this explanation
saved my game. gl on your projects.
Thank you! One of the best tutorials. Wish I had seen this last night and saved myself a few hours!☺
Very usefull, you really helped me. So, you shoude say about Baking settings one more thing, i'm needed to bake roughness, so if you need it too, just select roughness Instead defuse.
Omg I’ve looked for a video like this for so long!
What a clean explanation. Thank you very much.
straight to the point and easy to understand. thank you! subscribed :)
Nice video, thx. P.S. For anyone having issues, set metalic to 0!
THANK YOU
this is great and you should def make more tutorials like this
Thank you very much, it was clear and fast 💯💯
This was really helpful. Thank you!
Thanks. Straightforward and easy to follow.
your the most useful girl in this world thank you so much❤
You're so welcome!
Very nice. Had to do it slightly differently to make it work with ucupaint but still works. Just had to link the image texture to the ucupaint node first instead of the BSDF node.
Just wanted to say thanks cus I follow 9 videos and none of them worked , after following your tutorial it worked first time
Ayyye 😎 Thank you!
mam u r awesome .ur way of teaching is simple and understandable . i will use it later on.
Aye, a fellow Portlander!! Thanks for watching 😊
this was great - thank you!
Thank you so much for this tuto' ! Thanks to you I could import my boss in my game :D
Yay! Glad I could help :)
You saved me! Thank you so much!
Glad I could help!
Thank you for your sharing, it helps a lot!
well paced easy to follow guide, thank you! also love your username rhyming names are the best (;
Please make an indeppt tutorial. Because i have difficultys with this .. mostly with chars
THANK YOU!🔥
Thank you for this
Thanks It works.
thank you so much this was so helpful
Great video! I see a lot of blender video's about using Eevee. Why do we need to use cycles? Also, what things are not possible to export to unity? I see a lot of beautiful tutorials for grass for example but I can't seem to find a way to change hair particles to something that unity understands.
This help me a lot. Thanks for the video
I would love to see a more in depth tutorial that includes normal maps and more textures! :))
I definitely need the texture with the normal maps. I am struggling to find it anywhere and it is driving me crazy.
Omg thank you so much you've helped me a lot on this!! I seriously needed it
For everyone who as me getting the error “Not valid objects selected” - make sure you have “Selected to active” flag unchecked!
no bs tutorial. Thanks!
you know, there are some gltf extensions for Unity. So just export your object as gltf file from blender, then import it into unity. gltf is based on PBR, so it gonna work for both blender and unity.
This will be useful to me soon. Good video
Thank you!
Thanks for this tutorial! I get to the unwrap > smart uv project step at 2:20 but then nothing happens. I made sure I was tabbed into edit mode and pressed a to select all. My left pane is looking like yours but then when I unwrap nothing changes but a little smart uv project menu shows in the left corner. If you have any hunches I would greatly appreciated them thanks!
Wow you have to have cursor clicked on the right pane when you unwrap. Then it works. Yeesh!
@@mrmarph Blender can be so finnicky sometimes, but glad you figured it out and I'm sure your comment will help someone!
worked well very cool👍🥛
Do you have a tutorial for importing glass like material into unity?
Thank you miss. You saved me.
Thank you for the video tutorial! It's really easy to follow and it's an important topic for me.
But I have issues, right after I created the texture for the first part of the model. Something goes wrong on the stage where I add the second image texture node.
When I repeat the steps I did to create another texture, for the second part of the model, the new texture is for some reason the same I created for the first part of the model, and so it gets glitched because it's applied to the wrong part of the model, this second part.
So how do you manage to add several image texture nodes and get perfect results with it? I can add only one without glitches, sadly.
Thank you sooooo much for this tutorial!! My husband and I are making a game together (I'm making the assets) and I have been having such a hard time with "baking," but the way you explained it was so easy to understand!
I'm wondering if you (or anyone reading this, lol!) can help me out a bit, I am trying to make a log wall for our game. I got it looking pretty good, I have a texture connected to a "Bump" node and those are the only things plugged into my BSDF. But when I bake it, the texture image shows up, but the Bump doesn't show up, so it looks completely flat. I have no idea why it's doing this!
Great. Thank you. Blender tutorials are only hard when someone can't be bothered to speak and explain at a normal pace. Which is always. 😆 👍
ty so much
had to login just to give a thumbs up
Thanks! Subscribed
You have a new subscriber. TYSM…👍🏻
Thank you so much! ☺️
Thank you!
Thanks a bunch!
You are amazing thank you so so much
How would one go about baking with normal maps and other stuff?
Does anyone else have the issue where you switch from Eevee to Cycles and the mesh is all black? Looks fine in Eevee but in Cycles my material is not rendering and it's all black?
Change the metallic value to 0
@@Elisei_ Thank you
Thank you🎉
thanks
thank you very much😄
hell yeah
This was Great! only problem is that my roughness doesnt appear to show up. Any fixes?
thank you,this is useful to me
thank you so much
Tysm!
Very good tutorial
Thank you!
Great video but i got stuck on the principled BSDF my material doesn't have it, there is no other way?
What if my object has noise and bump mapping?
I followed your instructions but couldnt bake the noise along with the bump mapping
Could you please assist me? I followed the steps to bake onto a material, but the color gradient doesn't appear correctly in the material (it only shows a solid color). Could you advise me on what steps I should take to resolve this?
My girl and I both like your shrooms.
Thank y'all!
Sehr schön 👏🏻👏🏻👏🏻 bist abonniert ✔️
You are the best
thats cuty shrooms !
i keep getting an error when i try to bake the model i followed all the steps ( the error reads "uninitialized image "reflectroom.jpg" from object "testmat1")
hello, this tutorial was very helpful but when the final result turns out to be all black and the texture wouldn't show.
I have the same problem, don´t know what to do
its not rendering the noise texture, and it has a lighter color than usually.
Thx you save me
I'm very curious about your over experience level and expertise within different aspects of development. You mentioned creating a game about finding mushrooms, are you also a scripter?
I am! I try to cover a lot of aspects of game dev on my channel--sometimes it's the visual side and sometimes it's the coding side :)
@@RigorMortisTortoise How many years experience do you have in Unity? and are you a freelancer by chance?