Hi UGuruz, You are getting the seamline jagged tearing issues because the UV islands that you created at 4:45 don't have enough margin between each other. After adding enough margin between the UV Islands, there will still be a seam, but it is much less noticeable and has no tearing. Also, to hide this seam better, you can use Mark Seam the edge loop in Blender where the top part of the bun and the base meet and then do a normal unwrap. You can do the same to avoid visible tearing in your burger patties too. Lastly, to get the most out of the displacement data, it might be useful to store it inside a TIFF or EXR image instead of a png/jpeg. P.S. I really enjoy your Unity level design tutorials! Keep 'em coming!
The amount of steps required for this is process is absolutely ridiculous and complex. I appreciate your explanation, I’m just confounded that this is what needs to be done to go from Blender to Unity. There’s no way I’m manually doing this every time I want to update a model and material… and then it doesn’t even set the material properties! I feel like I’m taking crazy pills
To fix the normal map problem change the Color space on the Image texture node from "sRGB" to Either "Raw", "linear", or "non-Color" I was also having problems in Blender 3 getting the diffuse baking properly. Some areas were black. I had to put my diffuse output of my nodes into a "Diffuse BSDF" instead of the "principled BSDF"And then it worked. I also noticed there was not an option to bake the metalness map. So my workaround was to plug my metanless nodes into the "Diffuse BSDF" and bake diffuse. Kind of confusing, but it worked.
10:29 "If anyone knows how to fix this issue please let me know in the commment section" Yes, the way to fix this is to create seams yourself in your mesh, in this case I would suggest creating a seam around the bun so that you have two pieces, you do this by edge selecting a ring around the bottom edge of the bun, right click (or left click depending on your blender settings) and choosing "mark as seam" with that ring of edges selected. Then you would select the whole bun in face edit mode, and right click to unwrap (just unwrap) then blender will unwrap the model based on the seams you made, and the bake should look way better.
Purchased model and simple export without bake managed to export everything.. but.. notice textures not in same positions. So I hope this tutorial will solve issue or even makes model look better :)
You don't have to do that with the Tomatoe. Just go into Object Data Properties then go to UV Maps and create an ADDITIONAL UVMap. Make sure the original UV Map is set to the RENDER UV Map by having the camera icon on next to it, it's this way by DEFAULT. Then just select the new UV Map and then do a UV Unwrap and it will unwrap to that one and with it SELECTED will bake the texture to that UV Map. When you export it as an FBX you can either DELETE the original UV Map, OR in Unity tell it to select the ALTERNATE UV Map in the properties of the FBX file. Then it will properly map your baked texture onto the object in Unity.
I am making a game like Subway Surfers where I need a curve world. But there are multiple objects (like train, dodge barrier, road etc.) with multiple materials. Is there anyway to have a single material for all the objects (In your case single material for the bread, cheese, fries etc. ie. the whole burger)? Searching for this for about a month. Thanks in advance :)
the only way i know of how to fix the normals is that i add an extra stroke on uv border via photoshop that way when i generate my normal maps they are perfectly fine
I never managed to do something usable, I can do it without worries but nothing comparable to what I can do if I use each of the textures in photoshop and krita and others depending on the target software. I also tried simplebake, an easy to use addon but not able to bake properly.
So much hassle around that basic thing like importing assets.. Can't even imagine, I would have to import several dozens objects from Blender to Unity... Isn't there some more normal way of doing that?
Hi. I'm wondering about such a thing. We can bake and output textures in the shading panel of the blender. For example, I created a lava flow, animation in the shading panel, so how do I output it? Also my main goal is to dump this output into an unreal engine.
Found fix.. In Blender select 3d object, In Object Editor select menu "Data", expand menu "UV Maps" and create new UVMap which will be used for baking.
I've got a situation where 2 of my textures ONLY look good on the model when the UVs are scaled much larger than the little square of the texture. How do I deal with that?
Havin trouble. When I export my sniper. I applied wood on the stock and metal textures on the barrel/scope, etc. They're image textures. I then followed the steps, but when I import it into the service I am using to make my game it's all covered in wood?
great, I'm about to start into Unity, to make my films. I have a zombie series episode 1 out on my channel and I have seen how the cinematics can be so nice and fast, and so in the future want to render out of unity.
@4:12 is when he actually explains how to do what the title states. I almost skipped and gave up on your video due to waiting for you to actually get around to........what the title states. This seems to be a common issue with tutorials on YT because the majority do not care how the potatoes come before the meat so it helps to mention a time stamp of when you actually get to the meat of your title. Just a suggestion bro.Thanks.
Should mention after fackin with blender & unity many hours - you should save baked textures in file, make a absolutely new material, then load saved textures to it. Or unity may not link textures to materials and you'll have to link them manually