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	<title>Unity &bull; Archives Creative Shrimp</title>
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		<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 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" fetchpriority="high" 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" 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>
		<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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			</item>
		<item>
		<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>
		<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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		<title>Drums game. Development log #4</title>
		<link>https://www.creativeshrimp.com/drums-game-development-log-4.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Sun, 13 Apr 2014 15:51:14 +0000</pubDate>
				<category><![CDATA[Development Logs]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[drums]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=7764</guid>

					<description><![CDATA[<p>The drum simulator game (my gamedev experiment, using Blender and Unity) is coming a bit closer to &#8216;working&#8217; state. In this video, we&#8217;ll talk about Input remapping and visual improvements, namely textures and its impact on overall project. Have fun.</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/drums-game-development-log-4.html">Drums game. Development log #4</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p style="text-align: justify;">The drum simulator game (my gamedev experiment, using Blender and Unity) is coming a bit closer to &#8216;working&#8217; state.</p>
<p style="text-align: justify;">In this video, we&#8217;ll talk about Input remapping and visual improvements, namely textures and its impact on overall project. Have fun.</p>
<p style="text-align: justify;"><span id="more-7764"></span></p>
<p style="color: #000000;"><iframe loading="lazy" src="https://www.youtube.com/embed/5S_W2yY5cxs" width="800" height="450" frameborder="0" data-blogger-escaped-allowfullscreen=""></iframe></p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/drums-game-development-log-4.html">Drums game. Development log #4</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<title>Unity 5 Feature Preview</title>
		<link>https://www.creativeshrimp.com/unity-5-feature-preview.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Thu, 20 Mar 2014 18:21:00 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[features]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=307</guid>

					<description><![CDATA[<p>Sneak peak at Unity 5 features: WebGL as a platform (build to web and launch without a specific Unity plugin), in game audio mixing, physically-based shading, real-time global illumination, new 2d physics affectors and other. What do you feel about it? Personally, I think that WebGL build is the way to go. And hey, it</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/unity-5-feature-preview.html">Unity 5 Feature Preview</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div dir="ltr" style="text-align: left;">
<p dir="ltr" style="text-align: left;">Sneak peak at <a href="http://unity3d.com/5?utm_source=googleplus&amp;utm_medium=social&amp;utm_campaign=Unity_5x_preorder"><b>Unity 5 features</b></a>: WebGL as a platform (build to web and launch without a specific Unity plugin), in game audio mixing, physically-based shading, real-time global illumination, new 2d physics affectors and other.</p>
<p dir="ltr" style="text-align: left;"><span id="more-307"></span></p>
<p><iframe loading="lazy" src="//www.youtube.com/embed/tSfakMeW0lw" width="560" height="315" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
<p>What do you feel about it? Personally, I think that <b>WebGL</b> build is the way to go.</p>
<p>And hey, it would be pretty exciting to have the mix sound controls in our <a href="https://www.youtube.com/watch?v=SyDVRNRSLTE"><b>Drum Simulator</b></a> game <img src="https://s.w.org/images/core/emoji/14.0.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
</div>
<p>&nbsp;</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/unity-5-feature-preview.html">Unity 5 Feature Preview</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<title>How to export from Blender to Unity3d? Part 3</title>
		<link>https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d_20.html</link>
					<comments>https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d_20.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Thu, 20 Feb 2014 14:01:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[export]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=314</guid>

					<description><![CDATA[<p>Part 3. Fixing X axis rotation (Unity imports model already-rotated 270 (or -90) degrees in X axis) This inconvenience can be solved either through rotating object itself, or through rotating its parent (if we parent it to an empty in Blender). 1. Rotate object -90 X in Blender, apply rotation. Rotate empty (parent) +90 X</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d_20.html">How to export from Blender to Unity3d? Part 3</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div dir="ltr" style="text-align: left;">
<p style="background-color: white; color: #5b5b5b; font-family: 'Trebuchet MS', Trebuchet, Verdana, sans-serif; margin: 0px; position: relative;"><strong>Part 3. Fixing X axis rotation (<span style="background-color: transparent;">Unity imports model already-rotated 270 (or -90) degrees in X axis)</span></strong></p>
<p style="text-align: justify;">This inconvenience can be solved either through rotating object itself, or through rotating its parent (if we parent it to an empty in Blender).</p>
<p style="text-align: justify;"><span id="more-314"></span></p>
<div>
<p>1. Rotate object -90 X in Blender, apply rotation.</p>
<p>Rotate empty (parent) +90 X</p>
<p>Export</p>
<p>2. Rotate object -90 X. Apply rotation<br />
Rotate object 90 X.</p>
<p>Export without applying rotation</p>
<p>(solution proposed by <b>Sarper Soher</b> on <a href="http://answers.unity3d.com/questions/319802/rotation-when-importing-from-blender.html">answers.unity3d.com</a>)<br />
This way, model will be rotated correctly in Unity.<a name="more"></a></p>
<p><b>Alternative:</b></p>
<p><a href="http://wiki.unity3d.com/index.php/FixBlenderImportRotation">FixBlenderImportRotation Script </a>by Benjamin Schaaf<br />
As far as I know, it works with .blend files.</p>
<p>I hope this import/export tips will be useful to improve our productivity with Blender and Unity3d. Thus we can concentrate on making better content. If you have any questions or feedback feel free to leave a comment.</p>
<p>You may also like:</p>
<p><a href="/?p=122">Part 1. How to preserve pivot point (origin)?</a></p>
<p><a href="/?p=318">Part 2. Fixing scale being reset to 0.01 on FBX import.</a></p>
</div>
</div>
<p>&nbsp;</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d_20.html">How to export from Blender to Unity3d? Part 3</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<title>Drums game. Development log #2</title>
		<link>https://www.creativeshrimp.com/drums-game-development-log-2.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Tue, 04 Feb 2014 14:49:00 +0000</pubDate>
				<category><![CDATA[Development Logs]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[drums]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=317</guid>

					<description><![CDATA[<p>I&#8217;m excited to share a progress of the drum game (thinking about calling it 3Drums). Now working on a visual feedback, physics of the drums and overall feel. Looking forward to implement some sort of play-along system. With music this thing really comes to life. Stay tuned and feel free to share! You may also</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/drums-game-development-log-2.html">Drums game. Development log #2</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div dir="ltr" style="text-align: left;">
<p>I&#8217;m excited to share a progress of the drum game (thinking about calling it <b>3Drums</b>). Now working on a visual feedback, physics of the drums and overall feel. Looking forward to implement some sort of play-along system. With music this thing really comes to life.</p>
<p><iframe loading="lazy" src="//www.youtube.com/embed/Gd4Y_UQoyiw" width="800" height="450" frameborder="0" allowfullscreen="allowfullscreen"></iframe></p>
<p>Stay tuned and feel free to share!</p>
<p>You may also like: <a href="/?p=123">Development video #1</a> ,<br />
Tutorial: <a href="/?p=122">How to Export From Blender to Unity, part 1</a></p>
</div>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/drums-game-development-log-2.html">Drums game. Development log #2</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<title>How to export from Blender to Unity3d? Part 2</title>
		<link>https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d-2.html</link>
					<comments>https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d-2.html#comments</comments>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Mon, 03 Feb 2014 11:10:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[export]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=318</guid>

					<description><![CDATA[<p>Part 2. Fixing scale being reset to 0.01 on FBX import. The solution is found on Unity forum. Ntero has written a nice script to set the default scale of asset importer to 1. http://forum.unity3d.com/threads/64047-FBX-Import-make-default-scaling-to-0-01-an-option Code: using UnityEngine; using UnityEditor; using System; //Sets our settings for all new Models and Textures upon first import public</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d-2.html">How to export from Blender to Unity3d? Part 2</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div dir="ltr" style="text-align: left;">
<p>Part 2. Fixing scale being reset to 0.01 on FBX import.</p>
<p>The solution is found on Unity forum. Ntero has written a nice script to set the default scale of asset importer to 1.</p>
<p><span id="more-318"></span></p>
<p><a href="http://forum.unity3d.com/threads/64047-FBX-Import-make-default-scaling-to-0-01-an-option">http://forum.unity3d.com/threads/64047-FBX-Import-make-default-scaling-to-0-01-an-option</a></p>
<p><a name="more"></a></p>
<p>Code:</p>
<p>using UnityEngine;<br />
using UnityEditor;<br />
using System;<br />
//Sets our settings for all new Models and Textures upon first import<br />
public class CustomImportSettings : <a href="http://unity3d.com/support/documentation/ScriptReference/30_search.html?q=AssetPostprocessor">AssetPostprocessor</a><br />
{<br />
public const float importScale= 1.0f;<br />
void <a href="http://unity3d.com/support/documentation/ScriptReference/30_search.html?q=OnPreprocessModel">OnPreprocessModel</a>()<br />
{<br />
<a href="http://unity3d.com/support/documentation/ScriptReference/30_search.html?q=ModelImporter">ModelImporter</a> importer = assetImporter as <a href="http://unity3d.com/support/documentation/ScriptReference/30_search.html?q=ModelImporter">ModelImporter</a>;<br />
importer.<a href="http://unity3d.com/support/documentation/ScriptReference/30_search.html?q=globalScale">globalScale</a> = importScale;<br />
importer.generateMaterials = ModelImporterGenerateMaterials.None;<br />
}<br />
}</p>
<p>Thanks, Ntero!</p>
<p>p.s. File name &#8211; CustomImportSettings.cs<br />
Script should be put in AssetsEditor</p>
<p><a href="/?p=122">Part 1: <span style="background-color: white; color: #5b5b5b; font-family: 'Trebuchet MS', Trebuchet, Verdana, sans-serif;">How to preserve pivot point (origin)?</span></a><br />
<a href="/2014/02/how-to-export-from-blender-to-unity3d_20.html#more">Part 3: Fixing X axis rotation</a></p>
</div>
<p>&nbsp;</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/how-to-export-from-blender-to-unity3d-2.html">How to export from Blender to Unity3d? Part 2</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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		<title>Export from Blender to Unity3d #1: Video</title>
		<link>https://www.creativeshrimp.com/export-from-blender-to-unity3d-1-video.html</link>
		
		<dc:creator><![CDATA[Gleb Alexandrov]]></dc:creator>
		<pubDate>Mon, 27 Jan 2014 11:14:00 +0000</pubDate>
				<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[tutorial]]></category>
		<category><![CDATA[Unity]]></category>
		<guid isPermaLink="false">http://www.creativeshrimp.com/?p=121</guid>

					<description><![CDATA[<p>Written tutorial Have fun!What other details of import/export between Blender and Unity3d have you encountered?</p>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/export-from-blender-to-unity3d-1-video.html">Export from Blender to Unity3d #1: Video</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
]]></description>
										<content:encoded><![CDATA[<div dir="ltr" style="text-align: left;"><iframe loading="lazy" src="//www.youtube.com/embed/nNxH2X8-BXY" width="800" height="450" frameborder="0" allowfullscreen="allowfullscreen"></iframe></div>
<div dir="ltr" style="text-align: left;"><a href="/2014/01/how-to-export-from-blender-to-unity3d.html">Written tutorial</a><br />
Have fun!What other details of import/export between Blender and Unity3d have you encountered?</div>
<p>The post <a rel="nofollow" href="https://www.creativeshrimp.com/export-from-blender-to-unity3d-1-video.html">Export from Blender to Unity3d #1: Video</a> appeared first on <a rel="nofollow" href="https://www.creativeshrimp.com">Creative Shrimp</a>.</p>
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