Join Darrin Lile for an in-depth discussion in this video Baking the normal and ambient occlusion (AO) maps, part of Sculpting a Game Asset in Blender.
- To bake a texture map,…we need to come over here to the rendering panel,…and scroll all the way down to the bottom,…and right down here, you've got a section called bake.…I'll twirl that triangle down,…and here is our bake panel.…We need to choose our bake type.…Here, we've got all the different kinds…of texture maps that we can bake out.…We want a normal map, right here.…Now, the way Blender does this,…is it will bake the sculpt information…from the selected object to the active object.…
What's the difference?…The difference is the active object…is the last one you select.…So, you can select multiple objects,…and those are all selected,…but then the last one you select is the active one.…Here, let's middle mouse button click,…and drag this little bar down here at the bottom…all the way over to here,…just so we can see the layers panel.…What I'm going to do is shift+click this first layer…so we can see both the low poly hammer,…and the high poly hammer.…
Here's the low poly one that we created.…Here's our high poly sculpt.…
- Modeling a symmetrical object in Blender
- UV mapping objects in Blender
- Creating high-poly sculpt details
- Using the sculpt and mask brushes
- Creating fine details
- Baking and applying texture maps
- Importing and testing texture maps in Unity
Skill Level Intermediate
Creating an Interior Scene with Blenderwith Darrin Lile2h 27m Intermediate
Creating a Game Environment in Blender and Unitywith Darrin Lile3h 13m Intermediate
1. Modeling the Hammer
2. UV Mapping the Hammer
3. Sculpting the Details
4. Baking and Applying the Textures
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