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<channel>
	<title>texturing &bull; Archives Creative Shrimp</title>
	<atom:link href="https://www.creativeshrimp.com/tag/texturing/feed" rel="self" type="application/rss+xml" />
	<link>https://www.creativeshrimp.com/tag/texturing</link>
	<description>Blender tutorials and courses for 3D artists</description>
	<lastBuildDate>Thu, 03 Jul 2025 14:22:57 +0000</lastBuildDate>
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	<item>
		<title>A Simple Block Blender Challenge</title>
		<link>https://www.creativeshrimp.com/a-simple-block-blender-challenge.html</link>
		
		<dc:creator><![CDATA[Aidy Burrows]]></dc:creator>
		<pubDate>Mon, 10 Mar 2025 14:35:10 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[eevee]]></category>
		<category><![CDATA[environment]]></category>
		<category><![CDATA[modeling]]></category>
		<category><![CDATA[texturing]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=17406</guid>

					<description><![CDATA[<p>KISS 😗 Keep It Simple Stupid, or Keep It Stupid Simple if you prefer, a good exercise for reducing distraction and endless iteration is to just keep it simple.</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/a-simple-block-blender-challenge.html">A Simple Block Blender Challenge</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>KISS <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f617.png" alt="😗" class="wp-smiley" style="height: 1em; max-height: 1em;" /> Keep It Simple Stupid, or Keep It Stupid Simple if you prefer, a good Blender exercise for reducing distraction and endless iteration is to just keep it simple.</p>



<p>Take a simple blockout object (in this example from the <a href="https://blendermarket.com/products/Game-asset-workflow-complete-blender-guide/?ref=88">Game Asset Workflow: Complete Blender Guide</a>) and have fun with it. See the world in a grain of sand! <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f30d.png" alt="🌍" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>


<div class="youtube-responsive-container"><iframe width="560" height="315" src="https://www.youtube.com/embed/KMmdUeB2UcY?si=BXbwyTbeyuw6O5pY" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>



<p><strong>Links:</strong></p>



<p><a href="https://www.patreon.com/c/CreativeShrimp/home">Patreon</a> </p>



<p><a href="https://blendermarket.com/products/Game-asset-workflow-complete-blender-guide/?ref=88">Game Asset Workflow: Complete Blender Guide on BlenderMarket (aka SuperHive)</a></p>



<p><a href="https://creativeshrimp.gumroad.com/l/Game-Asset-Workflow-Complete-Blender-Guide">On Gumroad</a></p>



<p><a href="https://www.blender.org/">Blender</a></p>




<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/a-simple-block-blender-challenge.html">A Simple Block Blender Challenge</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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			</item>
		<item>
		<title>Advanced Normal Map Creation Tips</title>
		<link>https://www.creativeshrimp.com/advanced-normal-map-creation-tips.html</link>
		
		<dc:creator><![CDATA[Aidy Burrows]]></dc:creator>
		<pubDate>Mon, 22 Jul 2019 09:43:52 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[2.8]]></category>
		<category><![CDATA[bump]]></category>
		<category><![CDATA[height]]></category>
		<category><![CDATA[normal]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[texturing]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=15283</guid>

					<description><![CDATA[<p>Following on from the Substance Designer tutorial, here are some tips to help take our normal map creations to the next level. In this Blender tutorial we&#8217;ll&#8230; Chapter List 00:00 &#8211; Overview01:06 &#8211; Bump to matcap style05:47 &#8211; Making it work from all angles07:51 &#8211; Geometry + Textures = WOO!09:09 &#8211; Node groups10:41 &#8211; The</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/advanced-normal-map-creation-tips.html">Advanced Normal Map Creation Tips</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Following on from the <a href="https://www.creativeshrimp.com/blender-substance-designer.html">Substance Designer tutorial</a>, here are some tips to help take our normal map creations to the next level. </p>



<span id="more-15283"></span>


<div class="youtube-responsive-container"><iframe width="560" height="315" src="https://www.youtube.com/embed/34BYCkQhHhg?si=gyVPgjQN9BgEsA2M" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe></div>



<p>In this <a href="https://www.blender.org/">Blender</a> tutorial we&#8217;ll&#8230;  </p>



<ul>
<li>Show how to recreate a normal map matcap that works for geometry and bump textures </li>



<li>Make a node group to use as a master control to switch between render passes </li>



<li>Show how to combine 2 normal map textures together </li>



<li>Show how to combine grayscale height textures with normal maps </li>
</ul>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/07/RoadBeauty.jpg" target="_blank" rel="noreferrer noopener"><img decoding="async" fetchpriority="high" width="1170" height="731" src="https://www.creativeshrimp.com/wp-content/uploads/2019/07/RoadBeauty-1170x731.jpg" alt="blender 2.8 tutorial eevee" class="wp-image-15301" srcset="https://www.creativeshrimp.com/wp-content/uploads/2019/07/RoadBeauty-1170x731.jpg 1170w, https://www.creativeshrimp.com/wp-content/uploads/2019/07/RoadBeauty-720x450.jpg 720w, https://www.creativeshrimp.com/wp-content/uploads/2019/07/RoadBeauty-340x213.jpg 340w" sizes="(max-width: 1170px) 100vw, 1170px" /></a></figure>



<h2 class="wp-block-heading">Chapter List </h2>



<p>00:00 &#8211; Overview<br />01:06 &#8211; Bump to matcap style<br />05:47 &#8211; Making it work from all angles<br />07:51 &#8211; Geometry + Textures = WOO!<br />09:09 &#8211; Node groups<br />10:41 &#8211; The global switch<br />14:01 &#8211; Mixing 2 normal map textures<br />17:20 &#8211; End</p>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/07/NormalMapMatCap.jpg" target="_blank" rel="noreferrer noopener"><img decoding="async" loading="lazy" width="3643" height="916" src="https://www.creativeshrimp.com/wp-content/uploads/2019/07/NormalMapMatCap.jpg" alt="normal map matcap" class="wp-image-15292"/></a></figure>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2019/07/SimpleMasterGroupSwitches.jpg"><img decoding="async" loading="lazy" width="2588" height="1428" src="https://www.creativeshrimp.com/wp-content/uploads/2019/07/SimpleMasterGroupSwitches.jpg" alt="bake passes master switch" class="wp-image-15296"/></a></figure>



<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<blockquote class="twitter-tweet" data-width="550" data-dnt="true"><p lang="en" dir="ltr">PBR Texture and Atlas Baker is ready for an initial release. Prepping a tiny documentation now. Still rough I need someone to proof read. Will be published tomorrow. <a href="https://twitter.com/hashtag/b3d?src=hash&amp;ref_src=twsrc%5Etfw">#b3d</a> <a href="https://twitter.com/hashtag/pbr?src=hash&amp;ref_src=twsrc%5Etfw">#pbr</a> <a href="https://twitter.com/hashtag/Substance?src=hash&amp;ref_src=twsrc%5Etfw">#Substance</a> <a href="https://twitter.com/hashtag/freeStuff?src=hash&amp;ref_src=twsrc%5Etfw">#freeStuff</a> <a href="https://twitter.com/AidyBurrows3D?ref_src=twsrc%5Etfw">@AidyBurrows3D</a> <a href="https://twitter.com/gleb_alexandrov?ref_src=twsrc%5Etfw">@gleb_alexandrov</a> Model from gltf2 Sponza scene <a href="https://t.co/wJ2aBPz7H8">pic.twitter.com/wJ2aBPz7H8</a></p>&mdash; zuggamasta (@zuggamasta) <a href="https://twitter.com/zuggamasta/status/1151594717521555459?ref_src=twsrc%5Etfw">July 17, 2019</a></blockquote><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
</div></figure>



<h2 class="wp-block-heading">Links &amp; Project Files  </h2>



<p><a href="https://www.blender.org/2-8/">Download Blender 2.8</a></p>



<p><a href="https://www.creativeshrimp.com/blender-substance-designer.html">Using Blender Like Substance Designer</a></p>



<p><a href="https://www.creativeshrimp.com/procedural-asphalt-texture-eevee.html">Procedural Clean Asphalt Texturing in Eevee Tutorial</a></p>



<p><a href="https://blenderartists.org/t/principled-baker-bake-pbr-textures-with-a-few-clicks-for-2-80-and-2-79/1102187">Principled PBR Baker</a></p>



<p><a href="https://blendermarket.com/products/simplebake---simple-pbr-and-other-baking-in-blender-2">Simple Bake on the Blender Market</a></p>



<p><a href="https://blog.selfshadow.com/2012/07/10/blending-in-detail/">Blending in Detail, Combining 2 Normal Maps Article</a></p>



<p><a href="https://www.blendswap.com/blends/view/76176">Combining 2 Normal Maps node group on Blendswap</a> by radcapricorn</p>



<p><a href="https://drive.google.com/open?id=1s1OMyeS4lGqSBKpWPqU6HdeGDHqNuZgo">Baked Road Scene with Pavement Demo File</a></p>



<p><a href="http://textures.one/">Textures.one</a> Excellent PBR image texture resource</p>



<p>Let&#8217;s carry it on in the comments below if you think we should go into further details on anything! </p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/advanced-normal-map-creation-tips.html">Advanced Normal Map Creation Tips</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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			</item>
		<item>
		<title>Using Blender Like Substance Designer</title>
		<link>https://www.creativeshrimp.com/blender-substance-designer.html</link>
					<comments>https://www.creativeshrimp.com/blender-substance-designer.html#comments</comments>
		
		<dc:creator><![CDATA[Aidy Burrows]]></dc:creator>
		<pubDate>Fri, 05 Jul 2019 20:35:29 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[2.8]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[asphalt]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[bump]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[designer]]></category>
		<category><![CDATA[eevee]]></category>
		<category><![CDATA[normal]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[substance]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[ue4]]></category>
		<category><![CDATA[unreal engine 4]]></category>
		<guid isPermaLink="false">https://www.creativeshrimp.com/?p=15260</guid>

					<description><![CDATA[<p>Sometimes baking to an image texture will let us down if we have some alpha transparency involved, so instead here&#8217;s a Substance Designer styled approach to getting our needed bakes out of Blender 2.8 instead&#8230; In this Blender tutorial we&#8217;ll&#8230; Chapter List 00:00 &#8211; Overview02:51 &#8211; Reason To Layer05:11 &#8211; Baking To A Plane05:24 &#8211;</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/blender-substance-designer.html">Using Blender Like Substance Designer</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Sometimes baking to an image texture will let us down if we have some alpha transparency involved, so instead here&#8217;s a <a href="https://www.substance3d.com/products/substance-designer">Substance Designer</a> styled approach to getting our needed bakes out of <a href="https://www.blender.org/">Blender 2.8</a> instead&#8230;</p>



<span id="more-15260"></span>



<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/YsXe11YA7AM" allowfullscreen="allowfullscreen" width="560" height="315" frameborder="0"></iframe></div>



<p>
In this <a href="https://www.blender.org/">Blender</a> tutorial we&#8217;ll&#8230;

</p>



<ul>
<li>Show how to bake to a plane</li>



<li>Setup camera and materials to render like a bake</li>



<li>Show a potential bug in the current Eevee renders</li>



<li>Convert the bump node output to a normal map using nodes</li>



<li>Save out the texture passes</li>



<li>Show the renders working in Eevee and in <a href="https://www.unrealengine.com/en-US/">Unreal Engine 4</a></li>
</ul>



<h2 class="wp-block-heading"> Chapter List </h2>



<p>00:00 &#8211; Overview<br />02:51 &#8211; Reason To Layer<br />05:11 &#8211; Baking To A Plane<br />05:24 &#8211; Baking 1 &#8211; Create the plane to bake to<br />05:32 &#8211; Baking 2 &#8211; Create the texture to bake to<br />06:30 &#8211; Baking 3 &#8211; Choose bake pass type<br />06:46 &#8211; Baking 4 &#8211; Select the geometry you want to bake to the plane<br />05:09 &#8211; Baking 5 &#8211; Hit Bake &#8211; or see 6 to optimize<br />07:00 &#8211; Baking 6 &#8211; Optimize<br />07:14 &#8211; Limitations Of Baking<br />08:04 &#8211; Setting Up The Camera<br />09:30 &#8211; Setting Up The Materials<br />10:22 &#8211; Frames and reroute nodes<br />12:15 &#8211; Continuing with the materials<br />13:54 &#8211; Rendering Final Setup<br />14:53 &#8211; Eevee rendering border issue (world material bleed)<br />16:33 &#8211; Continuing with rendering final setup<br />17:50 &#8211; Bump To Normal Map<br />20:08 &#8211; Saving The Textures<br />22:27 &#8211; Using The Textures on a single plane<br />24:58 &#8211; Using The Textures In UE4<br />27:23 &#8211; END</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="600" height="338" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/blender_substance_designer_01_lr.gif" alt="" class="wp-image-16473"/></figure>



<p>BAKE DOWNSIDE &#8211; Notice (above right) the loss of detail</p>



<figure class="wp-block-image size-full"><img decoding="async" loading="lazy" width="640" height="360" src="https://www.creativeshrimp.com/wp-content/uploads/2023/10/blender_substance_designer_02_lr.gif" alt="" class="wp-image-16474"/></figure>



<p>BAKE UPSIDE &#8211; Notice above the speed at which the shader updates on the first plane. Simply put we get faster changes and faster renders. Meanwhile the 2nd plane that isn&#8217;t baked and still has huge amounts of node calculations takes close to 20 seconds to make the same change. </p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Using Blender Like Substance Designer Bake Example" width="1000" height="563" src="https://www.youtube.com/embed/-oHm5zV_K60?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>
</div></figure>



<h2 class="wp-block-heading">Links &amp; Project Files </h2>



<p><a href="https://www.blender.org/2-8/">Download Blender 2.8</a></p>



<p><a href="https://www.creativeshrimp.com/procedural-asphalt-texture-eevee.html">Procedural Clean Asphalt Texturing in Eevee Tutorial</a></p>



<p><a href="https://drive.google.com/open?id=1xXH-XLTfyvYUH_Hq311Vz-I2izGE6bPL">Updated asphalt blend file with packed textures and single plane setup</a></p>



<p><a href="https://devtalk.blender.org/t/cycles-eevee-improvements-weekly-reports/7697">Google Summer Of Code Procedural Texturing Project</a></p>



<p><a href="https://www.substance3d.com/products/substance-designer">Substance Designer</a></p>



<p><a href="https://simon-thommes.com/work">Great Blender Procedural Examples and Giveaways by Simon Thommes</a></p>



<p>Let&#8217;s carry it on in the comments below if you think we should go into further details on anything!</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/blender-substance-designer.html">Using Blender Like Substance Designer</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></content:encoded>
					
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			<slash:comments>3</slash:comments>
		
		
			</item>
		<item>
		<title>Game level texturing: Bake lighting in Blender and Unity (PART 5/5)</title>
		<link>https://www.creativeshrimp.com/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html</link>
					<comments>https://www.creativeshrimp.com/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Wed, 20 Aug 2014 13:19:07 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8537</guid>

					<description><![CDATA[<p>Discover how to bake lighting in Blender and Unity. After watching this video, you will learn&#160;some differences between these 2 tools and the basic principles of light baking (and texture baking in general). What is&#160;Texture Baking? Essentially, we take everything &#8211; direct lighting, reflection, diffuse color, indirect illumination, ambient occlusion &#8211; and try to pack</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html">Game level texturing: Bake lighting in Blender and Unity (PART 5/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Discover how to bake lighting in <strong>Blender</strong> and <strong>Unity</strong>. After watching this video, you will learn&nbsp;some differences between these 2 tools and the basic principles of light baking (and texture baking in general).</p>



<span id="more-8537"></span>


<div class="youtube-responsive-container"><iframe loading="lazy" src="//www.youtube.com/embed/PeogP2uIEZU" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">What is&nbsp;Texture Baking?</h2>



<p>Essentially, we take everything &#8211; direct lighting, reflection, diffuse color, indirect illumination, ambient occlusion &#8211; and try to pack it into 1 texture.</p>



<h2 class="wp-block-heading">Why Texture Baking?</h2>



<h3 class="wp-block-heading">1. Creative reasons</h3>



<p>Imagine you have achieved some spectacular shader&nbsp;in Blender scene, that involve multiple texture layers, wicked mix using grunge map and so on. Now you want to&nbsp;transport it directly to Unity, while retaining the look.</p>



<p>Exporting just the diffuse texture won&#8217;t to the justice to this uber material of yours, because Unity shader system differs from what Blender has.</p>



<p>What we can do is to bake everything in 1 texture (all shadows, multiple layers of awesomeness, etc). Then it will be easier to replicate the look in Unity, by inserting this texture in some shader. Yep?</p>



<h3 class="wp-block-heading">2.&nbsp;Performance</h3>



<p>As we will have just one texture, in some cases we wouldn&#8217;t even need to calculate the lighting at all in the game engine. In our example, we have a grungy room with a window.</p>



<p>Surely, it demands some Global Illumination solution. Real-time Global Illumination is very heavy performance-wise. So we can just bake <strong>lighting </strong>(and every other texture)&nbsp;to&nbsp;one package.</p>



<h3 class="wp-block-heading">3. Convenience</h3>



<p>Sometimes, it&#8217;s just more convenient to have one texture. As a bonus, it takes less space on hard drive.</p>



<h2 class="wp-block-heading">Baking Passes in Blender</h2>



<figure class="wp-block-image alignnone wp-image-8544"><img decoding="async" loading="lazy" width="550" height="280" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/baking_gif_01.gif" alt="bake lighting blender" class="wp-image-8544"/><figcaption class="wp-element-caption">Texture passes</figcaption></figure>



<p>Here you can see how various passes (Diffuse, Lighting, etc) sums up to produce the Complete map.</p>



<p>As a variant, we can just bake the Diffuse texture and leave light baking to Unity. Honestly, I would advice to do all lighting stuff in Unity, because it has very fast lightmapper. But it demands the Pro version, so plan accordingly.</p>



<p>And while I was writing the previous sentence, I realized one possible&nbsp;benefit of baking light in Blender &#8211; it cost you no money.</p>



<h2 class="wp-block-heading">Bake Lighting in Blender and Unity: Some Differences</h2>



<p>What are the differences between&nbsp;these baking options?</p>



<p>1.&nbsp;Blender can bake various passes, including Complete map.&nbsp;Unity bakes only lighting, but does it gracefully.</p>



<figure class="wp-block-image alignnone wp-image-9275"><img decoding="async" loading="lazy" width="1284" height="650" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/blender-baking-02.jpg" alt="blender baking" class="wp-image-9275"/><figcaption class="wp-element-caption">Baking complete map in Blender</figcaption></figure>



<p>2. Unity lightmapper is, obviously, fully integrated into Unity engine. So you won&#8217;t need to export textures back and forth.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/08/unity-baking.jpg"><img decoding="async" loading="lazy" width="829" height="406" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/unity-baking.jpg" alt="unity baking" class="wp-image-9282"/></a><figcaption class="wp-element-caption">Baking light in Unity</figcaption></figure>



<p>Just press button, wait for it to calculate, done.</p>



<h2 class="wp-block-heading"><strong>Baking equals Faking?</strong></h2>



<p>To some degree &#8211;&nbsp;yeah. But don&#8217;t worry, because faking is fine.&nbsp;And very effective on mobiles, where we can&#8217;t afford to calculate expensive effects in real-time.</p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading"><a href="/game-level-texturing-introduction-part.html">Game Level Texturing&nbsp;Introduction</a></h2>



<p><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-introduction-part-25.html"><span style="font-weight: bold; font-style: inherit;">1. Block out the model &amp;&nbsp;Optimize it</span></a><br /><span style="font-weight: bold; font-style: inherit;"><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-texture-atlas-part-35.html">2. Unwrap everything into 1 UV map</a></span><br /><strong><a href="/2014/08/game-level-texturing-projection-part-45.html">3. Paint and project the texture</a></strong><br /><strong><a href="/2014/08/game-level-texturing-refine-the-texture-part-4-55.html">4. Clone details from 2-nd UV map</a></strong><br /><strong><a href="/2014/08/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html">5. Bake it</a></strong><br />6. Enjoy the result and start making games (this is optional)</p>



<figure class="wp-block-image"><img decoding="async" loading="lazy" width="1920" height="1080" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/intro_thumbnail.jpg" alt="bake lighting Blender Unity" class="wp-image-8352"/></figure>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html">Game level texturing: Bake lighting in Blender and Unity (PART 5/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<item>
		<title>Game Level Texturing: Clone from Second UV Map (PART 4.5/5)</title>
		<link>https://www.creativeshrimp.com/game-level-texturing-refine-the-texture-part-4-55.html</link>
					<comments>https://www.creativeshrimp.com/game-level-texturing-refine-the-texture-part-4-55.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Mon, 11 Aug 2014 12:09:20 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[texturing]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8522</guid>

					<description><![CDATA[<p>In this quick tutorial we&#8217;ll continue to explore the cool texturing techniques to finish the game level.&#160;In particular, we&#8217;ll&#160;make use of Clone From Second UV Map tool in Blender. Texture Projection &#8211;&#160;Filling in the Blank Space In the previous part, called Paint and project the texture, we projected our hand-painted texture from 2 cameras. And</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-refine-the-texture-part-4-55.html">Game Level Texturing: Clone from Second UV Map (PART 4.5/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>In this quick tutorial we&#8217;ll continue to explore the cool texturing techniques to finish the game level.&nbsp;In particular, we&#8217;ll&nbsp;make use of <strong>Clone From Second UV Map</strong> tool in Blender.</p>



<span id="more-8522"></span>


<div class="youtube-responsive-container"><iframe loading="lazy" src="//www.youtube.com/embed/6_DNBTi1Xtw" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:2px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">Texture Projection &#8211;&nbsp;Filling in the Blank Space</h2>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/08/blender-texturing-02.jpg"><img decoding="async" loading="lazy" width="1280" height="720" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/blender-texturing-02.jpg" alt="blender clone from second uv map" class="wp-image-9292"/></a></figure>



<p>In the previous part, called Paint and project the texture, we projected our hand-painted texture from 2 cameras. And still we see some blank spaces.</p>



<h3 class="wp-block-heading">Solutions:</h3>



<p>1. We may repeat the projection process from 3-rd camera</p>



<p>2. Paint the rest of the texture by hand in Photoshop or Gimp</p>



<p>3. Or we can make a second UV map, quickly unwrap these blank spaces and clone from second UV&nbsp;map back. Sounds weird?</p>



<p>It&#8217;s easier than it sounds.</p>



<h2 class="wp-block-heading">Clone from Second UV map</h2>



<p>First, let&#8217;s create the <a href="http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV/Layout_Management">2nd&nbsp;UV set</a>.</p>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/08/blender-second-uv-map.jpg"><img decoding="async" loading="lazy" width="534" height="399" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/blender-second-uv-map.jpg" alt="blender second uv map" class="wp-image-9291"/></a></figure>



<p>Then, select the polygons&nbsp;that you want to fill in, press U to Unwrap and select<strong> Smart UV Project</strong> or just <strong>Unwrap</strong>. After doing it, in the Image Editor move uv island to already textured space.</p>



<p>Lastly, you need to use the Clone from Second UV map tool to clone those freshly textured parts to our main UV set. Get it?</p>



<h2 class="wp-block-heading">The Texture</h2>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/08/texture.jpg"><img decoding="async" loading="lazy" width="1280" height="1280" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/texture.jpg" alt="texture" class="wp-image-9293" srcset="https://www.creativeshrimp.com/wp-content/uploads/2014/08/texture.jpg 1280w, https://www.creativeshrimp.com/wp-content/uploads/2014/08/texture-80x80.jpg 80w, https://www.creativeshrimp.com/wp-content/uploads/2014/08/texture-160x160.jpg 160w" sizes="(max-width: 1280px) 100vw, 1280px" /></a><figcaption class="wp-element-caption">Final texture</figcaption></figure>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading"><a href="/game-level-texturing-introduction-part.html">Game Level Texturing</a></h2>



<p>In this series of tutorials&nbsp;we talk about:</p>



<p><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-introduction-part-25.html"><span style="font-weight: bold; font-style: inherit;">1. Block out the model &amp;&nbsp;Optimize it</span></a><br /><span style="font-weight: bold; font-style: inherit;"><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-texture-atlas-part-35.html">2. Unwrap everything into 1 UV map</a></span><br /><strong><a href="/game-level-texturing-projection-part-45.html">3. Paint and project the texture</a></strong><br /><strong><a href="/2014/08/game-level-texturing-refine-the-texture-part-4-55.html">4. Clone details from 2-nd UV map</a></strong><br /><strong><a href="/2014/08/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html">5. Bake it</a></strong><br />6. Enjoy the result and start making games (this is optional)</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-refine-the-texture-part-4-55.html">Game Level Texturing: Clone from Second UV Map (PART 4.5/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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			</item>
		<item>
		<title>Game level texturing: Texture Projection (PART 4/5)</title>
		<link>https://www.creativeshrimp.com/game-level-texturing-projection-part-45.html</link>
					<comments>https://www.creativeshrimp.com/game-level-texturing-projection-part-45.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Wed, 06 Aug 2014 16:08:37 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[texturing]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8455</guid>

					<description><![CDATA[<p>Learn how to use texture projection in Blender.&#160;What is it? We make a matte-painting&#160;from certain&#160;camera angle &#8211; and project it back onto the geometry in Blender. Set Up Cameras And Render First, let&#8217;s pick a camera angles from which we will project the texture. How to pick the best angles? To have the best projection,</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-projection-part-45.html">Game level texturing: Texture Projection (PART 4/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Learn how to use texture projection in Blender.&nbsp;What is it? We make a matte-painting&nbsp;from certain&nbsp;camera angle &#8211; and project it back onto the geometry in Blender.</p>



<span id="more-8455"></span>


<div class="youtube-responsive-container"><iframe loading="lazy" src="//www.youtube.com/embed/PCXnLCncBcA" width="800" height="450" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:25px; margin-bottom:25px; "></div></div>



<h2 class="wp-block-heading">Set Up Cameras And Render</h2>



<p>First, let&#8217;s pick a camera angles from which we will project the texture. How to pick the best angles?</p>



<p>To have the best projection, we need to be perpendicular to the surface. At sharp angles projection will get stretched and that is not good. So,&nbsp;it&#8217;s fine to position camera directly in front of the biggest surface the wall.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/08/camera-texture-projection-2.jpg"><img decoding="async" loading="lazy" width="1920" height="1696" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/camera-texture-projection-2.jpg" alt="camera texture projection 2" class="wp-image-9300"/></a><figcaption class="wp-element-caption">Render from Camera 1</figcaption></figure>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/08/camera-texture-projection.jpg"><img decoding="async" loading="lazy" width="1920" height="1696" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/camera-texture-projection.jpg" alt="Render from Camera 2" class="wp-image-9302"/></a><figcaption class="wp-element-caption">Render from Camera 2</figcaption></figure>



<h2 class="wp-block-heading">Paint the texture in&nbsp;Gimp or Photoshop</h2>



<p>The next step is to paint the texture. Go crazy with image editor&nbsp;and make&nbsp;the best matte painting you can. After doing it, drink some coffee.</p>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/08/projection-texture.jpg"><img decoding="async" loading="lazy" width="1315" height="826" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/projection-texture.jpg" alt="projection texture" class="wp-image-9303" srcset="https://www.creativeshrimp.com/wp-content/uploads/2014/08/projection-texture.jpg 1315w, https://www.creativeshrimp.com/wp-content/uploads/2014/08/projection-texture-340x213.jpg 340w" sizes="(max-width: 1315px) 100vw, 1315px" /></a></figure>



<h2 class="wp-block-heading">Project the Texture in Blender</h2>



<p>And only after coffee, return to Blender, go into Texture Painting mode and hit Apply Camera Image. Pick the texture that you&#8217;ve just painted.</p>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/08/project-texture-blender.jpg"><img decoding="async" loading="lazy" width="1636" height="962" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/project-texture-blender.jpg" alt="project texture blender" class="wp-image-9304"/></a></figure>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading"><a href="/game-level-texturing-introduction-part.html">Game Level Texturing</a></h2>



<p>In this series of tutorials&nbsp;we talk about:</p>



<p><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-introduction-part-25.html"><span style="font-weight: bold; font-style: inherit;">1. Block out the model &amp;&nbsp;Optimize it</span></a><br /><span style="font-weight: bold; font-style: inherit;"><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-texture-atlas-part-35.html">2. Unwrap everything into 1 UV map</a></span><br /><strong><a href="/2014/08/game-level-texturing-projection-part-45.html">3. Paint and project the texture</a></strong><br /><strong><a href="/2014/08/game-level-texturing-refine-the-texture-part-4-55.html">4. Clone details from 2-nd UV map</a></strong><br /><a href="/2014/08/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html"><strong>5. Bake&nbsp;texture</strong></a></p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-projection-part-45.html">Game level texturing: Texture Projection (PART 4/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<item>
		<title>How to Make Metal Material in Blender?</title>
		<link>https://www.creativeshrimp.com/how-to-make-a-grungy-metal-material.html</link>
					<comments>https://www.creativeshrimp.com/how-to-make-a-grungy-metal-material.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Tue, 29 Jul 2014 13:09:55 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[texturing]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8451</guid>

					<description><![CDATA[<p>Discover how to make metal material in Blender in 5 steps. We going to make it Silent Hill style &#8211; grungy as hell. And also a bit Rammstein style (for the fun of it). The main steps 1. The base layer 2. Rust 3. Edge scratches 4. Some more scratches (can&#8217;t be enough) 5. Lighting Lighting and Material</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-make-a-grungy-metal-material.html">How to Make Metal Material in Blender?</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Discover how to make metal material in Blender in 5 steps. We going to make it Silent Hill style &#8211; grungy as hell. And also a bit Rammstein style (for the fun of it).</p>
<p><span id="more-8451"></span></p>
<p><iframe loading="lazy" src="//www.youtube.com/embed/6mbo474uhOA" width="800" height="450" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
<h3>The main steps</h3>
<p>1. The base layer<br />
2. Rust<br />
3. Edge scratches<br />
4. Some more scratches (can&#8217;t be enough)<br />
5. Lighting</p>
<p><img decoding="async" loading="lazy" class="alignnone wp-image-8453" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/metal.gif" alt="metal material in blender" width="900" height="297" /></p>
<h2>Lighting and Material perception</h2>
<p>I can stress this enough: lighting plays an important role in creating convincing metallic shader. In creating every shader, to be honest, but material is especially sensitive. No way we can make bombastic heavy metal with poor lighting. Never ever.</p>
<p>Especially rim lighting &#8211; or back lighting &#8211; that&#8217;s important, use it.</p>
<p><a href="https://www.creativeshrimp.com/wp-content/uploads/2014/07/metal-lighting.jpg"><img decoding="async" loading="lazy" class="alignnone wp-image-9134" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/metal-lighting.jpg" alt="metal lighting" width="900" height="217" /></a></p>
<h2>Bonus metal shader tips:</h2>
<h3>Box mapping</h3>
<p>We don&#8217;t want to unwrap high-poly models, don&#8217;t we? If so, use box-mapping as a texture projection mode (in material editor). And, of course, Generated or Object coordinates.</p>
<h3>A dull texture can be a good texture</h3>
<p>As we are going to project our textures from different sides of the &#8216;box&#8217;, we need a tileable textures. For that reason, let&#8217;s keep away from fancy stuff, because it will make our tiling pattern very apparent. The interesting parts, like scratches, will be added as a material layer. So don&#8217;t worry about it being dull for now.</p>
<p><a href="https://www.creativeshrimp.com/wp-content/uploads/2014/07/textures-good-and-bad.jpg"><img decoding="async" loading="lazy" class="alignnone wp-image-9131" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/textures-good-and-bad.jpg" alt="tileable textures tip" width="900" height="470" /></a></p>
<h3>Metal and Fresnel?</h3>
<p>Technically, applying fresnel falloff to metal material isn&#8217;t physically correct. But who cares? Fresnel reflections get stronger at sharp angles, so it will enhance the rim light effect near the edges and reveal the shape better. Go for it.</p>
<p><a href="https://www.creativeshrimp.com/wp-content/uploads/2014/07/fresnel-mix-factor.jpg"><img decoding="async" loading="lazy" class="alignnone wp-image-9136" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/fresnel-mix-factor.jpg" alt="fresnel mix factor" width="900" height="486" /></a></p>
<h3>Few more notes:</h3>
<p>Written tutorial with all steps covered in detail can be found in <a href="http://www.creativebloq.com/3d-world-magazine">3dWorld magazine</a>.</p>
<p>Built upon the source model of the <a href="http://www.blendswap.com/blends/view/23870">Drill by Frank the Smith</a> (CC-0). You can download it from Blendswap. Thanks, Frank!</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-make-a-grungy-metal-material.html">How to Make Metal Material in Blender?</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<item>
		<title>Game level texturing: Texture Atlas (PART 3/5)</title>
		<link>https://www.creativeshrimp.com/game-level-texturing-texture-atlas-part-35.html</link>
					<comments>https://www.creativeshrimp.com/game-level-texturing-texture-atlas-part-35.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Wed, 23 Jul 2014 14:57:17 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[UV]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8431</guid>

					<description><![CDATA[<p>Discover how to automatically join UV maps of all models into 1 mega&#160;texture atlas in Blender. Why not simply join all models? Go ahead and watch 😉 What is Texture Atlas and why we need it? Let&#8217;s imagine we have 10 objects and each of them has its own UV map and texture. While it</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-texture-atlas-part-35.html">Game level texturing: Texture Atlas (PART 3/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Discover how to automatically join UV maps of all models into 1 mega&nbsp;texture atlas in Blender. Why not simply join all models? Go ahead and watch <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f609.png" alt="😉" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>



<span id="more-8431"></span>


<div class="youtube-responsive-container"><iframe loading="lazy" src="//www.youtube.com/embed/lXyVQ87Hius" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>



<h2 class="wp-block-heading">What is Texture Atlas and why we need it?</h2>



<p>Let&#8217;s imagine we have 10 objects and each of them has its own UV map and texture. While it is okay in many cases, when you&#8217;re going to export it into the game engine, 10 object would mean 10 drawcalls. That&#8217;s not good.</p>



<p>To reduce the drawcalls to 1 we need to combine our 10 UV maps into 1 big UV map.&nbsp;Using Texture Atlas add-on for Blender, we can automatically do this tedious task.</p>



<p>Another reason to have 1 texture is that we can paint over all objects at once. Very convenient.</p>



<figure class="wp-block-image"><img decoding="async" loading="lazy" width="1240" height="640" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/011.jpg" alt="texture atlas blender" class="wp-image-8434"/></figure>



<h2 class="wp-block-heading">What exactly Texture Atlas add-on for Blender&nbsp;does?</h2>



<p>1. Joins all selected objects</p>



<p>2. Unwraps into 1 UV map (there are a few methods available, including manual unwrap)</p>



<p>3. Separates the parts when done</p>



<p>This is the <strong>video #3</strong> from the set of quick tutorials for Blender and Unity, dedicated to</p>



<h2 class="wp-block-heading"><a title="Game level texturing" href="/game-level-texturing-introduction-part.html"><strong>Game Level&nbsp;Texturing</strong>&nbsp;</a></h2>



<p><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-introduction-part-25.html"><span style="font-weight: bold; font-style: inherit;">1. Block out the model &amp;&nbsp;Optimize it</span></a></p>



<p><span style="font-weight: bold; font-style: inherit;"><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="2014/07/game-level-texturing-texture-atlas-part-35.html">2. Unwrap everything into 1 UV map</a></span><br /><strong><a href="/2014/08/game-level-texturing-projection-part-45.html">3. Paint and project the texture</a></strong><br /><strong><a href="/2014/08/game-level-texturing-refine-the-texture-part-4-55.html">4. Clone details from 2-nd UV map</a></strong><br /><strong><a href="/2014/08/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html">5. Bake texture</a></strong></p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-texture-atlas-part-35.html">Game level texturing: Texture Atlas (PART 3/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<title>Game level texturing: Modelling and Retopology in Blender (PART 2/5)</title>
		<link>https://www.creativeshrimp.com/game-level-texturing-introduction-part-25.html</link>
					<comments>https://www.creativeshrimp.com/game-level-texturing-introduction-part-25.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Fri, 11 Jul 2014 20:15:53 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=8385</guid>

					<description><![CDATA[<p>The second video from &#8216;Game Level Texturing&#8217; series. Before going to texturing, we need to model&#160;the basic shapes and then do some&#160;retopology in Blender&#160;to lower the polygon count. Game Level Modelling&#160;in Blender Start from some basic model of a grungy environment. Head to Blendswap.com and search for Hallway. After importing it to Blender, start cleaning</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-introduction-part-25.html">Game level texturing: Modelling and Retopology in Blender (PART 2/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>The second video from <strong>&#8216;Game Level Texturing&#8217; </strong>series. Before going to texturing, we need to model&nbsp;the basic shapes and then do some&nbsp;retopology in Blender&nbsp;to lower the polygon count.</p>



<span id="more-8385"></span>


<div class="youtube-responsive-container"><iframe loading="lazy" src="//www.youtube.com/embed/8SbTbuK0dZk" width="800" height="450" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">Game Level Modelling&nbsp;in Blender</h2>



<p>Start from some basic model of a grungy environment. Head to <a href="Blendswap.com">Blendswap.com</a> and search for <a href="http://www.blendswap.com/blends/view/57067">Hallway</a>.</p>



<p>After importing it to Blender, start cleaning the model from unnecessary details. Keep it as simple as possible and leave only the shapes which really contribute to the look.</p>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading">Retopology in Blender</h2>



<h3 class="wp-block-heading">1. Delete unnecessary edge loops.</h3>



<p>In many cases we need much less polygons, than we think,&nbsp;to define the shape of the model. So, select some edge loops by hitting&nbsp;<strong>ALT+ LEFT CLICK </strong>then press<strong> X </strong>and<strong> Delete Edge Loops</strong>.</p>



<figure class="wp-block-image alignnone lightbox"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/07/edge-loops-01.jpg"><img decoding="async" loading="lazy" width="1031" height="605" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/edge-loops-01.jpg" alt="retopology edge loops" class="wp-image-9315"/></a><figcaption class="wp-element-caption">Deleting every 2nd edgeloop to optimize geometry</figcaption></figure>



<h3 class="wp-block-heading">2. Rebuild objects</h3>



<p>In some cases (like this model) it&#8217;s a lot easier to rebuild object from scratch, than to retopologize it. You know, just create a new one.</p>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/07/blender-retopology-03.jpg"><img decoding="async" loading="lazy" width="1035" height="539" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/blender-retopology-03.jpg" alt="blender retopology" class="wp-image-9316"/></a></figure>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<p>Using that two simple techniques we can lower the vertex&nbsp;count dramatically &#8211; from <strong>13000</strong> vertices to<strong> 2800</strong>! If I wasn&#8217;t so lazy, the number could be even more shocking.</p>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/07/blender-retopology-01.jpg"><img decoding="async" loading="lazy" width="1920" height="957" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/blender-retopology-01.jpg" alt="blender retopology 01" class="wp-image-9313"/></a></figure>



<figure class="wp-block-image"><a class="lightbox" href="https://www.creativeshrimp.com/wp-content/uploads/2014/07/blender-retopology-02.jpg"><img decoding="async" loading="lazy" width="1920" height="957" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/blender-retopology-02.jpg" alt="blender retopology 02" class="wp-image-9314"/></a></figure>


<div class="row pad-xs-5 pad-sm-10 pad-md-20 pad-lg-20" style="min-height:0; padding-top:0; padding-bottom:0;"><div class="col-lg-12 col-md-12 col-sm-12" style="min-height:0; border-bottom:1px solid rgba(0,0,0,0.1); margin-top:10px; margin-bottom:10px; "></div></div>



<h2 class="wp-block-heading"><a href="/game-level-texturing-introduction-part.html">Game Level Texturing</a></h2>



<p><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-introduction-part-25.html"><span style="font-weight: bold; font-style: inherit;">1. Block out the model &amp;&nbsp;Optimize it</span></a><br /><span style="font-weight: bold; font-style: inherit;"><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/2014/07/game-level-texturing-texture-atlas-part-35.html">2. Unwrap everything into 1 UV map</a></span><br /><strong><a href="/2014/08/game-level-texturing-projection-part-45.html">3. Paint and project the texture</a></strong><br /><strong><a href="/2014/08/game-level-texturing-refine-the-texture-part-4-55.html">4. Clone details from 2-nd UV map</a></strong><br /><strong><a href="/2014/08/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html">5. Bake it</a></strong><br />6. Enjoy the result and start making games (this is optional)</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-introduction-part-25.html">Game level texturing: Modelling and Retopology in Blender (PART 2/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<item>
		<title>Game level texturing: Introduction (PART 1/5)</title>
		<link>https://www.creativeshrimp.com/game-level-texturing-introduction-part.html</link>
					<comments>https://www.creativeshrimp.com/game-level-texturing-introduction-part.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Thu, 03 Jul 2014 08:03:50 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[game level]]></category>
		<category><![CDATA[texturing]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://test..com/?p=8351</guid>

					<description><![CDATA[<p>This is the introduction to&#160;the set of tutorials, dedicated to game level texturing in Blender and Unity. Discover how to texture the whole scene AS ONE MODEL using what can be called &#8216;megatexture&#8217; approach. One model, 1 big texture atlas plus your creativity &#8211; and that&#8217;s all! Game Level Texturing: What is it about? Through&#160;the</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-introduction-part.html">Game level texturing: Introduction (PART 1/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>This is the introduction to&nbsp;the set of tutorials, dedicated to game level texturing in <a href="http://blender.org">Blender</a> and <a href="http://unity3d.com/">Unity</a>.</p>



<p>Discover how to texture the whole scene AS ONE MODEL using what can be called &#8216;megatexture&#8217; approach. One model, 1 big texture atlas plus your creativity &#8211; and that&#8217;s all!</p>







<span id="more-8351"></span>






<div class="youtube-responsive-container"><iframe loading="lazy" src="https://www.youtube.com/embed/vgZpeq2wj94" width="800" height="450" frameborder="0" data-blogger-escaped-allowfullscreen=""></iframe></div>



<h2 class="wp-block-heading">Game Level Texturing: What is it about?</h2>



<p>Through&nbsp;the set of 5 tutorials, we&#8217;ll implement megatexture style texturing to our game level.</p>



<p>Texturing the whole section of the game level in one go is not very common texturing technique. In many cases, modular approach&nbsp;has big advantage &#8211; we can reuse and recombine stuff. Also, maintaining&nbsp;individual assets is somewhat more clean way of doing things.</p>



<h3 class="wp-block-heading">Benefits of &#8216;Megatexture&#8217; approach</h3>



<p>But, texturing the big environment as 1 model has its own pros.</p>



<h3 class="wp-block-heading">1. Artistic freedom</h3>



<p>Using this technique, we can paint over the surface of 3d model as if it was 2d. In fact, we&#8217;ll use the image editor to paint texture &#8211; and then project it back onto 3d geometry.&nbsp;In another words, that is paint-what-you-want type of thing.</p>



<h3 class="wp-block-heading">2. Realistic and Creative effects</h3>



<p>The problem of modular approach to producing game assets is that you will have similar objects in your scene. And there is no easy way of texturing the contact surface between 2 objects. Imagine metal barrel standing on the wet ground.</p>



<p>The place where the bottom of the barrel meats the ground should be wet and dirty.</p>



<p>Of course, all this problems can be solved in any workflow, but when painting the whole scene in one go, we solve it fast and gracefully.</p>



<h3 class="wp-block-heading">3. Performance on mobiles</h3>



<p>Possible&nbsp;performance gain&nbsp;in game engines, as everything will be baked to 1 texture (maybe even 1 model).&nbsp;On mobile devices, drawcalls are a big concern, so having 1 drawcall in the scene is just that good.</p>



<h3 class="wp-block-heading">4. Nerd achievement</h3>



<p>John Carmack from id Software used megatexture. You use megatexture. Nerd achievement unlocked.</p>



<h3 class="wp-block-heading">Contents</h3>



<p>In these tutorial&nbsp;series&nbsp;we&#8217;ll discover how to:</p>



<p><a style="font-weight: inherit; font-style: inherit; color: #b95900;" href="/game-level-texturing-introduction-part-25.html"><span style="font-weight: bold; font-style: inherit;">1. Block out the Model &amp;&nbsp;Optimize it</span></a></p>



<figure class="wp-block-image alignnone"><a href="/game-level-texturing-introduction-part-25.html"><img decoding="async" loading="lazy" width="1920" height="1080" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/blocking_01.jpg" alt="game level design" class="wp-image-8391"/></a><figcaption class="wp-element-caption">Game level design</figcaption></figure>



<p><a href="/game-level-texturing-texture-atlas-part-35.html"><span style="font-weight: bold; font-style: inherit;">2.&nbsp;Make a Texture Atlas</span></a></p>



<figure class="wp-block-image"><a href="/game-level-texturing-texture-atlas-part-35.html"><img decoding="async" loading="lazy" width="1920" height="1080" src="https://www.creativeshrimp.com/wp-content/uploads/2014/07/squares_01_1.jpg" alt="checkers texture atlas" class="wp-image-8440"/></a></figure>







<p><strong><a href="/game-level-texturing-projection-part-45.html">3. Paint and Project the Texture</a></strong></p>



<figure class="wp-block-image"><a href="/game-level-texturing-projection-part-45.html"><img decoding="async" loading="lazy" width="1233" height="693" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/projection_thumbnail_01.jpg" alt="project texture in blender" class="wp-image-8502"/></a></figure>



<p><strong><a href="/game-level-texturing-refine-the-texture-part-4-55.html">4. Clone Details from 2-nd UV Map</a></strong></p>



<p><a href="/game-level-texturing-refine-the-texture-part-4-55.html"><img decoding="async" loading="lazy" class="alignnone wp-image-8524" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/refine_thumbnail_01.jpg" alt="game level texturing" width="900" height="506"/></a><br /><strong><a href="/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html">5. Bake&nbsp;lighting</a></strong></p>



<figure class="wp-block-image"><a href="/game-level-texturing-bake-lightmap-in-blender-and-unity-part-55.html"><img decoding="async" loading="lazy" width="1920" height="1080" src="https://www.creativeshrimp.com/wp-content/uploads/2014/08/baking_01_2.jpg" alt="bake lighting in blender" class="wp-image-8538"/></a></figure>







<p><a href="/"> 6. Enjoy the result and start making games (this is optional)</a></p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/game-level-texturing-introduction-part.html">Game level texturing: Introduction (PART 1/5)</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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