Some optimization tips, try to reduce the amount of materials you use, in the example of your mushroom it was made of 3 parts with 3 different materials, it'd been better to use just one material to the whole mushroom (so it must've been uv unwrapped the 3 parts into just one map) if you select all the parts in this case the 3 objects that conform your mushroom and all the materials got the same image texture node selected you can bake all to the same png image. Other lil tip to make your images lighter, if you're not using transparencies in your image (blender can't bake transparency anyway) uncheck the "Alpha" box because your are creating a whole new channel on that image that you're not going to use. Finally, when baking your image always try to use the gpu rendering (you have to activate your gpu on blender system settings) and then select GPU bellow the cycles option on the rendering tab, and if you're just baking diffuse you can just use 1 sample (in the video you used 300 samples, but unless you're baking lighting like direct or indirect light, more than 1 sample will be useless bc is gonna render the same 300 times) so if you're baking just diffuse, emissive, roughness, normal, position or uv just use 1 sample and that will save a lot of bake time ;)
@@sydneyculshaw1379 you can make it in many ways, but my 2 to go are: for both you have to bake in 1 image metallic and 1 image for roughness, i method 1.- export your model in .fbx from blender and open it in substance painter, then import both your metallic and roughness textures, make a fill layers, activate only metallic and roughness channels and drag your metallic texture into the metallic channel and your roughness texture into the roughness channel, finally export your textures with unity urp export template. Method 2: in photoshop or any photo editing program that let's you use alpha channel drag your metallic texture, and then making an alpha mask drag your roughness texture, this can vary depending on the program you use, but the point is that you gotta make a texture that in the red channel got your metallic and in alpha channel got your roughness, blue and green channels ard ignored, so you can have your metallic in all rgb, this method being the red channel the metalness and alpha smoothness works only on built-in render pipelines and URP.
This is definitely the best video I've seen so far, I always had this doubt about how to export texture from blender to unity without losing quality. Perfect, congratulations, I'm already following your channel.
Would definitely be interested in that video on a more streamlined process proposed at ~5:09 as many assets I'm working on contain a lot of tiny bits that sometime use the same material (but unwrap differently) or the same shape but use different mats. Just spent way longer than I should have doing every bit individually! Regardless though, thank you for your tutorial as the tutorials I looked at previously were ~quite~ a bit out of date :)
Would love to see more tutorials on the Blender -> Unity pipeline, especially explaining External Data, packing / unpacking of resources, libraries, and textures, and exporting complex and/or rigged models. Thanks!
You're the best!!!! I spent an 6 hour to save obj with my textures from texture paint and i have a trauble with that, but YOU save me, THANK YOU SO MUCH ❤❤❤❤❤❤❤❤
Seriously helpful! I am just starting to dive into blender the last couple weeks, and today was trying to get some stuff imported into unity and could not figure out how to get textures. I'm working with some slightly more complicated node setups and am still running into a couple roadblocks. Would love to see how to deal with a bit more complex setups.
Hello, thanks for the great tutorial! I would be very, very interested to see an in depth tutorial with normal maps, roughness and so on. Exporting to Unity has been a surprisingly clunky and unpleasant process ans all help is very appreciated!
Wow. Like... Seriously Ive been doing unity and blender for years and EVERYONE has always said I can only do flat, basic materials. Youve seriously changed my life today. Alright - earned a subscribe. Thanks! =)
my god that was so to the point and exactly what I wanted (what you titled the video) without 20 &$%#!@$ minutes of some dude rambling. Thank for you an accurate and concise video. My brother and law and I were trying to figure this out and kept having issues with the image being black or one thing or another going wrong.
What's funny is I wasn't even looking to do what was done in this tutorial. I just wanted to see if you can have separate texture files/images for different parts of a mesh instead of haveing a massive one that encompases the whole mesh. Because Im making a VTuber model, it has loads of separate parts, so its good to know its possible. Thank you for indirectly helping me👌
Very usefull, you really helped me. So, you shoude say about Baking settings one more thing, i'm needed to bake roughness, so if you need it too, just select roughness Instead defuse.
Very nice. Had to do it slightly differently to make it work with ucupaint but still works. Just had to link the image texture to the ucupaint node first instead of the BSDF node.
Great video! I see a lot of blender video's about using Eevee. Why do we need to use cycles? Also, what things are not possible to export to unity? I see a lot of beautiful tutorials for grass for example but I can't seem to find a way to change hair particles to something that unity understands.
you know, there are some gltf extensions for Unity. So just export your object as gltf file from blender, then import it into unity. gltf is based on PBR, so it gonna work for both blender and unity.
Thanks for this tutorial! I get to the unwrap > smart uv project step at 2:20 but then nothing happens. I made sure I was tabbed into edit mode and pressed a to select all. My left pane is looking like yours but then when I unwrap nothing changes but a little smart uv project menu shows in the left corner. If you have any hunches I would greatly appreciated them thanks!
Thank you for the video tutorial! It's really easy to follow and it's an important topic for me. But I have issues, right after I created the texture for the first part of the model. Something goes wrong on the stage where I add the second image texture node. When I repeat the steps I did to create another texture, for the second part of the model, the new texture is for some reason the same I created for the first part of the model, and so it gets glitched because it's applied to the wrong part of the model, this second part. So how do you manage to add several image texture nodes and get perfect results with it? I can add only one without glitches, sadly.
Thank you sooooo much for this tutorial!! My husband and I are making a game together (I'm making the assets) and I have been having such a hard time with "baking," but the way you explained it was so easy to understand! I'm wondering if you (or anyone reading this, lol!) can help me out a bit, I am trying to make a log wall for our game. I got it looking pretty good, I have a texture connected to a "Bump" node and those are the only things plugged into my BSDF. But when I bake it, the texture image shows up, but the Bump doesn't show up, so it looks completely flat. I have no idea why it's doing this!
I literally gave up on exporting from Blender to Unity for my purposes and tried to use ProBuilder in Unity directly, because the learning curve was too steep (or, rather, too time consuming as I would just use trial and error). Either the materials didn't come across, or looked wrong, or the normals were wrong, the rotation, scale, etc. were wrong. When ProBuilder proved problematic for more than the most basic of cases I did some more searching and found this. This is another nugget of information in the whole process. I would LOVE a complete Create a simple (but not too simple) model in Blender, with multiple materials including normal maps etc. Export to Unity and use in multiple projects. It sounds like the kind of thing that, if I understood it, I could automate, too!
Does anyone else have the issue where you switch from Eevee to Cycles and the mesh is all black? Looks fine in Eevee but in Cycles my material is not rendering and it's all black?
i keep getting an error when i try to bake the model i followed all the steps ( the error reads "uninitialized image "reflectroom.jpg" from object "testmat1")
this dosnt work for me personally idk why i’m new to blender but i followed evrything and on my uv thing there is only like 4 dots and not the whole thing you see when it’s unwrapped
The texture does apply onto my model when I bring it in to Unity, but it does not know where to put the textures in relation to the UV map, so it looks a mess. Anyone else have this problem?