Blender baking to merge multiple materials and maps

The reverse extraction model from some games is a large mesh with multiple objects merged. The big mesh is bound with a bunch of shaders and maps. If you want to split a single object in the big mesh and keep the materials and maps simple, you need to do some special processing.

problem

As mentioned above, the obtained model is a large mesh from Dump. In order to use an object, it needs to be disassembled. This article uses the spaceship in the following scene as an example:

It is not difficult to disassemble the spaceship from the large mesh by reasonably using the point, line and surface editing tools in Blender:

After splitting, the UVs of the object mesh are still the same as the original large mesh, and the UVs of these faces are bound to multiple materials and textures:

For a single object, UV binding so many materials and maps is undoubtedly redundant:

Blender is simple to divide UVs, but re dividing UVs destroys the correspondence between mapping and faces.

To make matters worse, the multiple shaders and maps bound to the large mesh make it more difficult for us to deal with them.

To keep materials and maps simple, you need to re divide UVs and merge shaders and maps, which can be achieved by baking.

solve

The second set of UV

Create a second set of UVs for the object. This set of UVs is used for baking and also for the final export:

Select the second set of UVs and use the intelligent projection sub UVs:

Create a map for Bake

Create a map with the required size.

Later in the baking process, we will bake the color onto this map.

Edit material nodes

by each Add an isolated image texture node to the material. The map of this node is set to the Bake map created above:

This step is somewhat cumbersome. You can paste nodes across shaders by copying and pasting.

Note that in order to avoid the impact of version differences (mentioned later), after creating a node, make sure that this node (white border) is selected in the Material Editor.

Preparation before baking

Please ensure that:

  1. In the UV list, the active rendering (camera icon) is the old UV
  2. In the UV list, make sure the second set of UVs (BakeMap) is selected with the mouse. Only the second set of UVs is selected, and the rendering is not activated
  3. In the material editor, make sure that each material has an isolated image texture node selected (the new version does not need to be selected, and some old versions will have strange problems if they are not selected. To be safe, select it)

baking

Set the rendering engine to Cycles

After that, set the sampling parameters reasonably.

Set the rendering engine to Cycles The Bake menu appears. In the bake menu, set the type and influence to diffuse color and the target to image texture:

Finally, click Bake to start color baking and store the baking results in the texture above.

Export model

Delete the old UVs and other shaders.

Create a new shader with the baked map above.

Export the map and model pack.

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