Bake Normals in Blender 3.0 for Unreal Engine and Unity

Sdílet
Vložit
  • čas přidán 20. 08. 2024
  • Learn how to bake a normal map in Blender 3.0 and export it for use in game engines like Unreal Engine and Unity, as part of a game asset creation pipeline.
    In this tutorial, we create a simple high poly cube, bake the details as a normal map and apply it to the default cube exported to both Unreal Engine and Unity. The tutorial brings you through the fundamentals of baking a normal map in Blender 3.0 and the export setups to export the normal map for use in UE4 and Unity.
    0:00 Intro
    0:15 What are Normal Maps?
    0:56 Make a High Poly Cube
    4:08 Preparing Low Poly Cube for Baking
    7:23 Baking Setup and Baking the Normal Map
    10:17 Baking Results and Comparison with High Poly
    12:14 Exporting to FBX
    13:21 Unreal Engine
    14:48 Unity
    #Blender #Blender3D #UnrealEngine #Unity #GameDev #NormalMaps #Baking

Komentáře • 44

  • @brycepatterson5224
    @brycepatterson5224 Před 2 lety +2

    I was about ready to jump out a window with how frustrating this process is; dozens of questions I could not find answers to. You answered every single one of them. 🤘

  • @Zedward84
    @Zedward84 Před rokem +1

    I finally solved this problem baking normal maps thanks to this video.

  • @Neo-ij8bz
    @Neo-ij8bz Před 2 lety +3

    Great explanation, thanks! Came here from Blender Guru's anvil tutorial. Blender has changed so much since he made it, and his baking tutorial wasn't working.

    • @blenderpanther
      @blenderpanther  Před 2 lety +1

      Thanks! Haha I remember that tutorial, it was one of the first few baking tutorials I did when I started Blender too!

  • @spitefulnotdesperate
    @spitefulnotdesperate Před rokem +3

    This is exactly what I needed thank you! The solution to my problem was so simple but it took hours of frustration to find your video! Thanks for uploading :)

  • @larrycatlin5492
    @larrycatlin5492 Před rokem +2

    I did like this video a lot, I am a newbie to all this and your explanation cleared up quite a few questions I had about baking high to low textures and then exporting them into unreal and unity. I spent quite a few hours searching for just what you were teaching. I liked the alternate method you showed to increase the size of the cage and that you showed the importance of saving the normals map in a file format so it can be displayed right in unity

    • @blenderpanther
      @blenderpanther  Před rokem

      Thank you, it makes me happy to see the video helped someone! When I was a newbie to baking in Blender it took quite a while to figure all those out as well, I'm glad this video is able to answer your questions in one place :)

  • @colombedelacoste4857
    @colombedelacoste4857 Před 11 měsíci +1

    OH MY GOD THANK YOU SO MUCH I'VE BEEN TRYING FOR OVER A YEAR NOW AND THANKS TO U I MADE IT FUCK YEH

  • @fsdafas749
    @fsdafas749 Před rokem

    Thank you! I kep getting flat normal maps where nothing seemed to happen when I was baking the texture. now it works!

  • @KonamOslar
    @KonamOslar Před 2 lety +3

    Simple as Normal map, details as Displacement map
    Keep up and THANK YOU 👍❤

  • @Douye_Adedeji2696
    @Douye_Adedeji2696 Před 2 lety +2

    Absolutely beautiful with simple and clear explanation. Thank you Sir

  • @Asgaurd64
    @Asgaurd64 Před rokem +1

    Excellent Video, I have watch lots of these on the same subject , this was the best explained and step by step i have see. You need to do more blender or UE5 tutorials m8. First Class teaching. Thank you.

  • @foxysFox
    @foxysFox Před rokem +1

    Thank you, it finally works xD

  • @DarthMerlin
    @DarthMerlin Před 2 lety +1

    I got those lines on the corners, even though I UV'd the way you showed us...

  • @thegame9706
    @thegame9706 Před 2 lety +1

    Very well made tutorial, clear and relaxing. You deserve more attention!! Keep on makin' them!

    • @blenderpanther
      @blenderpanther  Před 2 lety

      Thank you! Appreciate the kind words. They certainly motivate me to get more videos out pronto! :D

  • @JacoubKhouri
    @JacoubKhouri Před rokem +2

    Great tutorial, Thanks for making this :D

  • @helmie6619
    @helmie6619 Před rokem +1

    If you're still getting a rough edge after bake make sure to set Margin Type to "Extend" and NOT "Adjecent Faces". c;

  • @3d.bysarah
    @3d.bysarah Před rokem

    Great video!

  • @barwal4174
    @barwal4174 Před 2 lety +2

    Simple and good tutorial! Great job!

  • @pommezfritesde8021
    @pommezfritesde8021 Před 2 lety +2

    Thank you for the Tutorial. Either the tutorials are for older versions and the layout is widely different or the dont go into explaining the process at all.

    • @blenderpanther
      @blenderpanther  Před 2 lety

      Thank you! I am glad you've found the tutorial useful :D

  • @DikkeHamster
    @DikkeHamster Před 2 lety

    thanks

  • @A_Debater
    @A_Debater Před 2 lety

    Thanks a lot!

  • @kdom4953
    @kdom4953 Před rokem +1

    what if my object isnt a cube like a complex one is this method work ?

    • @blenderpanther
      @blenderpanther  Před rokem

      Yup, it would still work for more complex objects as this is the fundamental workflow for baking normal maps.
      Having said that, there are some extra considerations for baking complex objects. My approach to baking normals for complex objects would be to bake segments of the object separately to get clean bakes as overlapping meshes could mess up the bake.
      So for example, if I want to bake the normals for a sword, I would separate the hilt and the blade into individual objects and apply the steps in the tutorial on each of them individually.
      Hope this helps!

  • @bakiyagzdindar7334
    @bakiyagzdindar7334 Před rokem

    You really explained everything great. But i have a small problem. I am making a game character and after baking the normal map i want to texture my character in substance painter. When i exported my low poly but normal baked character to substance does it work?

    • @blenderpanther
      @blenderpanther  Před rokem

      I'm not too familiar with the workflow for Substance Painter unfortunately, as I have not used it myself. But based on what I see on other videos, what you've mentioned above should work.

    • @bakiyagzdindar7334
      @bakiyagzdindar7334 Před rokem +1

      @@blenderpanther okay thank you.

  • @adamsmith1300
    @adamsmith1300 Před 2 lety +1

    Amazing. Do You do the same stuff with retopologized characters?

    • @blenderpanther
      @blenderpanther  Před 2 lety +1

      Thanks! The workflow is almost similar for retopologized character meshes. The major differences are in how organic-shaped characters are UV unwrapped and I usually bake my characters in pieces. Otherwise the workflow is fundamentally the same!

    • @adamsmith1300
      @adamsmith1300 Před 2 lety

      @@blenderpanther Thanks a lot.

  • @klendathu19
    @klendathu19 Před 2 lety +1

    Hello, thanks for the tutorial, I just starded modeling, jumped on the latest version of blender, but there is not a lot of tutorial yet. I currently have an issue with a head (I may have started a bit over my head) I try to bake a normal map for it but the edge are visible on the denser/with the more curvature part of the mesh (nose, chin, etc). I tried to redo the UV unwrap and use bigger image resolution (up to 16k). Both methods seems to get better results, but the edges are still visible (a bit like the sharp edge artefact you talked about in this tutorial). I am unable to find a solution online, would you have an advice?

    • @blenderpanther
      @blenderpanther  Před 2 lety

      Hey, thanks for the comment. It is hard to troubleshoot what could cause edge artefacts in bakes for organic models like a head without seeing the model itself. Based on the location of the artefacts, an idea off the top of my head would be applying a shrinkwrap modifier on the low poly model to make it fit the high poly model better, which could result in a better bake.
      Oh and are you using a cage for your bake?
      Tell me if that solves your problem!

  • @Stillenacht3D
    @Stillenacht3D Před 2 lety +1

    Great tutorial! I noticed you triangulated all your polys on the low and cage. Is that necessary for a good bake? Or can you just leave them as quads?

    • @blenderpanther
      @blenderpanther  Před 2 lety +3

      Hello! The triangulation is only necessary because we are exporting the model for use in external renderers like Unity and Unreal. Each renderer convert quads to tris differently during render and baking our polys as quads in Blender could result in inconsistent shading when the model is rendered in Unreal and Unity.
      Having said that, if you are baking the maps for use just within Blender, feel free to leave your polys as quads for the low and cage!

    • @Stillenacht3D
      @Stillenacht3D Před 2 lety +1

      @@blenderpanther Thank you for clearing it up :)