Baking Multiple Textures onto One Map | No Plugins

Grant Abbitt (Gabbitt) · 286K views · 2018 · 9:15

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Computer graphics & renderingGame programming & enginesDesign & graphics (other)tutorial

Why Blender Stack Exchange recommends it

Blender Stack Exchange answerers point people to it when someone needs to combine several materials or textures into one baked image, for game assets, Unity export, or tabletop use.

Recommended by 6 people across 5 different months, 2019 to 2020.

What it is

A Blender tutorial by Grant Abbitt that takes all the textures on a house model from a previous episode and bakes them into a single texture map using a second UV map. It breaks the process into simple steps and uses only built-in tools, no plugins.

What people said

Recommends BlackFire · 2019-01 · Blender Stack Exchange · on “Blender 2.8 Circular dependency error when baking textures”

I have a corridor. The corridor is made up of 2 pieces, a side, and a body(for testing purposes). The side and the body each have one material I UV unwrapped and then made visible in the EEVEE render through the node editor. After that, I have created a new UV map, and I also created a new image with the default settings. Following that, I switched from eevee to cycles because eevee doesn't have the bake option. What followed is a messed up texture bake, and an error reading out "Circular dependency error for cube.001 . I've read that I must disconnect the nodes of materials from the tree, but I did not understand which ones. I looked through a dozen videos and forum posts but couldn't figur

Recommends MimiBB · 2019-01 · Blender Stack Exchange · on “Textures Reorganize When I Unwrap”

Okay. I have solved the problem after several days of pulling my hair out. Shoutout to @moonboots for setting me on the right track. First of all, THIS YOUTUBE VIDEO [this video] will explain mostly everything. A couple things it won't explain: You cannot have both image textures and flat color textures in the same model. I, for instance, used image texture for the clothes and flat color for the skin, hair and boots. What you must do is import your flat colors as images and have blender pull from those. I myself made a texture palette with all the main colors I will use. THIS [LINK] is a good YouTube video showing how to do that. [LINK] You absolutely MUST use Nodes. I was intimidated by the Node

Recommends 3fingeredfrog · 2019-11 · Blender Stack Exchange · on “How to import multiple objects, meshes, textures - and end up with one model and texture”

You need to create a new UV map and then bake the existing multiple textures onto this map. Do a search for something like "baking multiple materials to a single UV map /texture". It will seem a little complicated at first until you understand what's going on so be patient. Here is one for Blender 2.79 [this video]

Recommends Christopher Bennett · 2020-07 · Blender Stack Exchange · on “Baking Shaders For Unity”

Change your bake setting from "combine" to "diffuse". If you're doing a full PBR material, you will have to bake the different maps separately (ex: one for diffuse, one for roughness, one for normal, one for emission, etc...) One of tutorial the videos I always go back to for reference when doing something like this is this one - [this video]

Recommends James Hunter · 2020-07 · Blender Stack Exchange · on “Combine textures into one - For Tabletop Simulator”

Update: finally did find a tutorial on automating the remap, though fair warning baking has its own sets of other issues. second link is same process but for 2.8 interface [this video] [LINK]

Recommends Geri · 2020-10 · Blender Stack Exchange · on “Baking two procedural materials”

Here you go: [this video] This will work with procedural materials, and eevee as well. You only need cycles for the baking part. But basically, you need to put the image texture node you want to bake to - that's also selected - in the other materials.

Recommends Christopher Bennett · 2020-12 · Blender Stack Exchange · on “Convert node-based texture to exportable image”

Yes you can. I've always found this video helpful - it's for 2.79, so it looks a bit different, but it still uses cycles (which is necessary for baking.) I'm sure you can figure the rest out - [this video]

Cites nobody_JH · 2020-07 · Blender Stack Exchange · on “Blender texturebaking not working (combing all textures into one)”

I created a 3d model with a 3d scanning software called meshroom . When I import the model into blender, the material of the object is divided into many textures (Pic.2). Now I try to combine them all into one. I have to say I never did this before, and so I watched two videos on YouTube. ( [this video] ) ( [LINK] ) I created a second UV map called UV2 and created a node group in all textures with the image texture (called horse_color_bake) I want to bake it on (just a black 1024x1024 image). Then I just clicked on bake after changing the values on diffuse and Color (Pic.3). After I waited for some time, blender just crashes. Before that I get a note which says: " Circular dependency for Image "