You know I've baked several of my models several times and didn't know "clear image" could be unchecked and that blender could bake onto the same image without recombining bakes manually in image editors outside of blender. Definitely taught me a few tricks! Thanks for the video!
Hopefully you're still monitoring this video. I'm using the a shader addon that allows for multiple texture layers on an object. Pretty sure Blender has native support for that. But, I'm curious what changes I have to make to this process for using additional uv maps on multiple objects that contain decals or the like in the process of baking an Atlas map.
Decals... hmm.. they usually don't bake well. I would say it's possible to bake everything but it might be trickier and decals like to project all the way through a mesh usually.
When I bake nothing appears on the atlas? I have everything done correctly. Edit: I realized when I bake the textures clear out space on the atlas texture, so they just make transparent holes on the black background. Unsure why though
Hi. Thank you for explaining so well. I have a question though. Typically, I would layout UVs for objects in UDIMS and there shell sizes would be appropriately large so as to gain high resolution. While making Atlas, it shows that all the UVs for all objects leave there respective UDIMs and come under a single tile. Due to this there shell size also reduces to an extent. So in this process, will there be a reduction in the resolution of the texture image between Atlas and UDIMs??
well just figured it out. all i need is a combined diffuse texture(or called base color whatever) but baking with principled BSDF without metallic(which is default by 1) makes it completely black. set the metallic value to zero and bake again now I can get a clear diffuse texture. why do they remove the convenient texture atlas add-on from the 2.8? this is just boring and annoying and stupid.
Man, I wish I saw this video a year ago. I take it that ALL game assets are done this way. From a house, tree, weapon, prop, vehicle, human? etc... (for optimizing purposes in game engine?) Also, I take it you have to re-apply the texture map in Unreal, right? What about alphas? Like tree leaves, would you add those also in one texture atlas? Or is it something special you need to do separately?