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Feb 24th, 2021
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  1. To bake a normal map in Blender:
  2. * Create low-poly mesh.
  3. * Duplicate mesh, add detail.
  4. * Add a material to low-poly mesh.
  5. * In shader editor, add an Image Texture.
  6. * In render settings, set render engine to Cycles, device to GPU Compute.
  7. * Under Bake, set margin to 0px, bake type to Normal, check "Selected to
  8. Active" and make sure the Ray Distance is set to something like .1 or 5 or
  9. whatever, just not 0.
  10. * In UV Editor, select the image texture.
  11. * Make high-poly mesh.
  12. * Select high-poly mesh, then low-poly mesh. Hit Bake.
  13. * If you want to bake an albedo map, then make your colors emissive and set the
  14. bake type to Emit instead.
  15. * Create a new standard-shader material in Unity.
  16. * Export the baked image(s), and use them as normal/albedo maps on the new
  17. material.
  18. * In Blender, make a new material for the lowpoly mesh, named after the new
  19. material (so that my material reassigner can recognize it).
  20. * Manually export the lowpoly mesh and collider to Unity using the "ship
  21. export" settings.
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