Thanks!! Found out that in Principled Baker there is an option to generate a new material from the baked textures and it adds it to your mesh automatically, all you need to do is to delete the unbaked material/materials from the mesh's material list. It's a little bit faster than manually creating it with node wrangler.
You just helped me with an issue i was facing for like 2 weeks trying to solve it. Nobody had a solution cuz it became a thing while i was fixing a different issue. And btw yes you can bake multiple texures in one map. HUGE thanks bro keep it up
Hey awesome tutorial but how would you go about exporting the textures of several objects that will be one object in the game engine? For example a sword with its blade and hilt that doesnt have the same textures. If I join them in blender how about the textures baking?
Ok so you need to bake each object separately and make sure the textures are inside the material for the object Once you have made the textures for each object, select them all and do the file export process This will pack all the objects into one fbx file This is the file to import into the game engine which will then unpack them
Can you make more detailed version? I don't understand where should i make the smart UV etc. Please make a video that you make it. Not just tell. I appreciate
Would this help with exporting Star Citizen assets (ships) into an FBX file for import in Unreal Engine? Currently, all textures are lost and only base material colors get ported over. Basically, all materials of a complex asset collection need to be converted.
If it appears in an older version of blender then it might mean it’s not updated for the newer one, open the zip of the plugin and in the __init__ file at the top it will say which blender version it starts at. Try update it for the blender version you are on e.g 4.2.0 save, re-zip it and see if it opens Also if inside blender you go to Window>ToggleSystemConsole you can see when you try import the add on if there are any error messages (this is on windows though Mac has another way to open blender with the console running) Hope this helps
Thanks!! Found out that in Principled Baker there is an option to generate a new material from the baked textures and it adds it to your mesh automatically, all you need to do is to delete the unbaked material/materials from the mesh's material list. It's a little bit faster than manually creating it with node wrangler.
Great tip, thanks for sharing this 👍
You just helped me with an issue i was facing for like 2 weeks trying to solve it. Nobody had a solution cuz it became a thing while i was fixing a different issue. And btw yes you can bake multiple texures in one map. HUGE thanks bro keep it up
ctrl+shift+T You made my day right there
This is great, glad I found this video! Simple, easy, and direct to the point. 10/10
best video i have seen up to now pal....... gutted its such a mess on ...im new to all this and im litteraly sat here flash banged .
Perfect. Thankss for sharing. People like you make the internet awesome
Just glad it helped 👍
Me from the future... life saver.Thanks
This just made my day, thanks! Super easy.
tis is the video I was looking for !
thanks
Thank you, it works!! Principled baker is very good solution
No worries glad it helped 👍
I was surprised to find you only have 40 subs! You deserve more my friend! Awesome video! 👌
Is Principle Baker still working in the advent of Blender 4.2?
Great tutorial! Thanks for sharing 👍
Thank you! you save my project!!!!😮😊❤
Happy it helped, good luck with your work
Soo good! Thanks a lot
Thanks man! Lifesaver!!
Thank you my guy!
Hey awesome tutorial but how would you go about exporting the textures of several objects that will be one object in the game engine? For example a sword with its blade and hilt that doesnt have the same textures. If I join them in blender how about the textures baking?
Ok so you need to bake each object separately and make sure the textures are inside the material for the object
Once you have made the textures for each object, select them all and do the file export process
This will pack all the objects into one fbx file
This is the file to import into the game engine which will then unpack them
thanks a lot....u saved my day....
BEFORE BAKING, MAKE SURE YOUR MESH IS UV UNWRAPPED... LETS FIND ANOTHER VIDEO TO LEARN HOW TO DO IT..
thanks bro
before this i have tried lots of thing but still didn't got the perfect result.
Thanks alot man!!
Can you make more detailed version? I don't understand where should i make the smart UV etc. Please make a video that you make it. Not just tell. I appreciate
Great tut. Does principled Baker work with Blender 3.0? Thank you
Yes it does, seems to be well supported by the team developing it
Thank you
amazing!
THANK YOU
i dont know how to get this weird node that you got there ;-;
The thing is i already have PBR mat on my model
but exporting the fbx and importing it another blender file ....the textures don't come with the mesh
Make sure to pack the textures into the fbx, towards the end of the video I show you how to copy them on export 👍
Would this help with exporting Star Citizen assets (ships) into an FBX file for import in Unreal Engine? Currently, all textures are lost and only base material colors get ported over. Basically, all materials of a complex asset collection need to be converted.
The Principled baker addon isnt appearing please help
If it appears in an older version of blender then it might mean it’s not updated for the newer one, open the zip of the plugin and in the __init__ file at the top it will say which blender version it starts at. Try update it for the blender version you are on e.g 4.2.0 save, re-zip it and see if it opens
Also if inside blender you go to Window>ToggleSystemConsole you can see when you try import the add on if there are any error messages (this is on windows though Mac has another way to open blender with the console running)
Hope this helps
can it work if i export in gltf?
thank you so much
Yes it can in fact this model I made was exported to gltf to be used in Microsoft Flight sim and it works well 👍
thanks pro :)
How would you do this for an object with multiple textures on different faces?
It should be able to bake all the materials on a single object you just need to uv unwrap them all together so they don’t overlap
thx
Does this work with MAC ?
I haven’t tried it but give it a go as it might
@@dariomac works well on a mac