Hi Folks,
It seems we have a few new modelers using Blender - I would think mapping and baking might be some of the harder steps to come to terms with for someone new to Blender. While I started with Blender about two years ago - I've only been actively modeling for about a year. I have a fairly long history of modeling with 3DC before Blender.
This is intended as a primer - not a tutorial - so I'll be addressing the concepts at play that need to be considered for Mapping and Baking operations in Blender.
First - set yourself up for success. Blender is an application that heavily relies on addons - there are thousands of them - I'll only be discussing (3) that I find essential for our task at hand - and are free. I've tried others - another modeler might prefer a different set of addons. Only the last three on my list pertain to mapping and baking operations.
Blender - Enabled Addons
I'm using Blender 4.3 and since Blender 4.2 many of the external addons are now available in the [Get Extensions] option under [Preferences]. [Texil Density Checker] is available via [Get Extensions]. [UV Layout] is an official Blender addon available via [Add-ons] option. The last one - [TexTools] is available from GitHub and needs to be installed from file.
TexTools Download:
TexTools Operational Overview (YouTube):
Applicable Terms
Considerations
To be continued...
Regards,
Scott
It seems we have a few new modelers using Blender - I would think mapping and baking might be some of the harder steps to come to terms with for someone new to Blender. While I started with Blender about two years ago - I've only been actively modeling for about a year. I have a fairly long history of modeling with 3DC before Blender.
This is intended as a primer - not a tutorial - so I'll be addressing the concepts at play that need to be considered for Mapping and Baking operations in Blender.
First - set yourself up for success. Blender is an application that heavily relies on addons - there are thousands of them - I'll only be discussing (3) that I find essential for our task at hand - and are free. I've tried others - another modeler might prefer a different set of addons. Only the last three on my list pertain to mapping and baking operations.
Blender - Enabled Addons
I'm using Blender 4.3 and since Blender 4.2 many of the external addons are now available in the [Get Extensions] option under [Preferences]. [Texil Density Checker] is available via [Get Extensions]. [UV Layout] is an official Blender addon available via [Add-ons] option. The last one - [TexTools] is available from GitHub and needs to be installed from file.
- [Texil Density Checker] - shows up the [N Side Menu] when in the [UV Mapping] window. It allows you to get the texel density of an Island - or - set the texel density of an island. For the best-looking models - you want a consistent texel density - and this makes is extremely easy to set on each island as you map it.
- [UV Layout] - adds mapping functions to the [Top Menu] in the [UV Mapping] window. Some of the most important features are the ability to export your [UV Map] to a texture file so you can load it into your paint program - and - the [Pack Islands] function to efficiently pack your islands in the most efficient manner possible.
- [TexTools] - shows up the [N Side Menu] when in the [UV Mapping] window. This adds a host of operations for manipulating your [UV Map] and single click [Baking]. If you've tried the default Blender [Baking] operation - this makes your life infinitely easier.
TexTools Download:
TexTools Operational Overview (YouTube):
Applicable Terms
- [Texel Density] - refers to the number of texture pixels (texels) per unit of 3D surface area. It's an important concept for ensuring that textures appear consistent and detailed across different parts of a model. Maintaining a consistent texel density is crucial for achieving a uniform look, especially when combining multiple objects in a scene.
- [Seams] - are the edges where a 3D model is "cut" or "split" during the unwrapping process. These cuts allow the 3D surface to be laid out flat in 2D space with minimal distortion. [Seams] only work under the following [Unwrap] operations: [Angle Based], [Conformal], and [Minimal Stretch]. [Minimal Stretch] I believe was added in Blender 4.3.
- [UV Mapping] or [Unwrapping] - is the process of projecting a 2D image texture onto a 3D model's surface. It involves unwrapping the 3D model into a flat 2D plane, much like peeling an orange and laying its skin flat. This allows textures, such as images or patterns, to be precisely applied to the model, ensuring that each part of the texture aligns correctly with the corresponding part of the model's surface.
- [UV Vertex] or [UV] - is a point in the 2D space of a UV map that corresponds to a vertex on a 3D model. These UV vertices are used to define the position of the texture coordinates, determining how a 2D texture is applied to the surface of the 3D model. Essentially, they serve as the anchors for mapping the texture accurately onto the model's surface, ensuring that the details of the texture align correctly with the geometry of the model.
- [UV Island] - is a contiguous group of UV vertices and edges that form a separate, unbroken piece of the UV map. It represents a section of the 3D model's surface that has been unwrapped and flattened for texturing purposes. Each [UV Island] typically corresponds to a distinct part of the 3D model, making it easier to apply detailed textures accurately.
- [Pack Islands] - in [UV mapping] is the process of organizing and arranging [UV Islands] efficiently within the UV space to maximize the use of texture space. You can do this with entire texture sheets or any subset therein. You can define a Margin to set how much space is kept between Islands.
- [Tiling Texture] - is a small, seamless image or pattern that is repeated, or "tiled," across a surface to create a continuous, uniform appearance. This technique is particularly useful for covering large areas without visible seams or repetitions, like walls, floors, or any large surfaces in 3D environments. By seamlessly repeating the texture, it allows for efficient use of memory and resources, as a single small texture can cover extensive areas without noticeable patterns or disruptions.
- [Swatches] - I don't think this is an official name - just what I call it. It's using small little swatches of material - that won't have any detail or baking applied - used on small parts, edges, or parts that aren't seen often.
- [Baking] - refers to the process of capturing detailed lighting, shading, and other surface information, such as ambient occlusion and reflections, and storing it in a texture map. These affects are created with Ray Tracing and add a great deal of "pop" to any model.
- [Ray Tracing] - is a rendering technique used in computer graphics to simulate the way light interacts with objects in a scene to produce highly realistic images.
- [Material] - defines how a 3D object's surface interacts with light and gives it its color, texture, and reflective properties. If you change the specular shine on two different objects mapped to a single texture - that will require two [Materials].
- [Draw Calls] - for our purposes - it's every time we need to load a texture sheet to the video card - which is a resource intensive process - [Draw Calls] significantly impact performance - so you want to minimize them. Each [Material] you use - will - at a minimum - be a single [Draw Call].
- [Ambient Occlusion] or [AO] - is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. It simulates the soft shadows and subtle shading that occur in corners, creases, and near intersections of objects, where light is less likely to reach. This effect adds a sense of depth and realism to the scene by enhancing the perception of surface details and contact points between objects.
Considerations
- Keep a uniform texel density - I usually use one texel density for the large parts - body of the model - and a higher texel density for the smaller parts.
- Unique texture real estate - if you want to apply details or baked textures - you need to ensure no UV Island overlaps another.
To be continued...
Regards,
Scott
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