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Workflow Texture Baking Marmoset Toolbag 4

Baking Tutorial

工作流程
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Texture baking is the process of transferring details from one model to another.
Substance Painter
Blender The baking tool starts a certain distance out from the model (usually a low-
resolution model for game use), and casts rays inwards towards another
model (usually a high-resolution sculpt). When a ray intersects the 2nd model,
it records the surface detail and saves that into a texture map, using the first
Modeling Low res model
UV Unwrapping Texture Baking Texturing Rendering model's Texture Coordinates.

建模
低模
分UV 贴图烘焙 贴图 渲染 Baking tools support multiple map types. High-resolution normals go into a
Normal map, occlusion goes into an Ambient occlusion map, etc.
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High res model Normal Normal map A Practical Guide On Normal Mapping for
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Games.
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World space normal


by Alexey Oshchepkov
Ambient occlusion Open link

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Curvature A normal map is an image that stores a direction at each pixel. These directions
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are called normals.
Position
The red, green, and blue channels of the image are used to control the
Thickness
direction of each pixel's normal.

A normal map is commonly used to fake high-resolution details on a low-


resolution model. Each pixel of the map stores the surface slope of the original
high-res mesh at that point. This creates the illusion of more surface detail or
UVs better curvature. However, the silhouette of the model doesn't change.
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Texture coordinates, also called UVs, are pairs of numbers stored in the
vertices of a mesh.

These numbers are often used to stretch a 2D texture onto a 3D mesh,


but they can be used for other things like coloring the mesh (see Vertex
color), controlling the flow across the surface (see Flow map), etc.

Game engines commonly use two texture coordinates, U and V, for


mapping the width and height of a texture. A third axis W can also be
used for depth if you are using a 3D volume texture, but usually this
Ambient occlusion map
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coordinate is removed for efficiency.

Texture coordinates are measured in a scale of 0.0 to 1.0, with 0.0 and An Ambient Occlusion (AO) map creates soft shadowing, as if the model was lit
1.0 at opposite sides of the texture. When a model has a UV distance without a direct light source, like on a cloudy day. Similar map types: Cavity
greater than 1 (for example, UV goes from -1 to 2) then the texture will Map, Crevice Map, Curvature map, Dirt Map.
tile across the model.
AO is usually baked from geometry because it is created using a non-realtime
These numbers are usually hidden from the artist, replaced by helpful ray-casting lighting solution. It can either be stored in a texture, or it can be
visual representations of how the textures are projected. Planes, stored in the vertex colors of the model. Screen Space Ambient Occlusion is a
cylinders and spheres help the artist align the textures in a visual way, realtime AO method that does not require baking at all, but it requires a more
but it helps to know that games only see the UV numbers that these recent graphics card and has some shading errors.
shapes create.
Typically the AO map is blended into the metalness or specular map, instead
of being stored as a unique texture, because this saves memory. However
Blender - UV Editor - Introduction Blender Addon this generally creates incorrect lighting because an AO map should only
mask ambient lighting, not specular lighting. If the AO is stored as a 2nd
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texture, it can be baked with a 2nd set of UVs that do not overlap or mirror.

Textools
Mark Seams Unwrap Open link

Mark Seam

Clear Seam

Unwrap

Pack Islands

by

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