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