Bake Normals in Blender 3.0 for Unreal Engine and Unity
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- 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
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. 🤘
I finally solved this problem baking normal maps thanks to this video.
I'm glad it helped! 😊
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.
Thanks! Haha I remember that tutorial, it was one of the first few baking tutorials I did when I started Blender too!
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 :)
Glad it helped :)
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
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 :)
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
Thank you! I kep getting flat normal maps where nothing seemed to happen when I was baking the texture. now it works!
Glad it helped! 😊
Simple as Normal map, details as Displacement map
Keep up and THANK YOU 👍❤
Thank you! I love the reference ❤
Absolutely beautiful with simple and clear explanation. Thank you Sir
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.
Thank you, it finally works xD
Glad it helped! 😄
I got those lines on the corners, even though I UV'd the way you showed us...
Very well made tutorial, clear and relaxing. You deserve more attention!! Keep on makin' them!
Thank you! Appreciate the kind words. They certainly motivate me to get more videos out pronto! :D
Great tutorial, Thanks for making this :D
If you're still getting a rough edge after bake make sure to set Margin Type to "Extend" and NOT "Adjecent Faces". c;
Great video!
Simple and good tutorial! Great job!
Thank you for watching! It means a lot to me :)
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.
Thank you! I am glad you've found the tutorial useful :D
thanks
Thanks a lot!
what if my object isnt a cube like a complex one is this method work ?
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!
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?
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.
@@blenderpanther okay thank you.
Amazing. Do You do the same stuff with retopologized characters?
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!
@@blenderpanther Thanks a lot.
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?
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!
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?
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!
@@blenderpanther Thank you for clearing it up :)