https://i.ytimg.com/vi/i8gdaI39rhU/hqdefault.jpg
This is a re-do of a tutorial that I did showing how to non-destructively combined separate objects materials and textures into a single material using a single atlas map, except this time I use Cycles instead of Blender Internal Render Engine.
source
12 responses to “Baking a single image from multiple textured objects in Blender using Cycles.”
Nice and concise, exactly what I was looking for. Many thanks.
Thanks for this video. I successfully created this texture atlas in Blender and it works fine on the 4 models. But when I export them (models and the texture) to Unity and create material, all the atlas texture covers the models. I can't have specific texture for each model.
does this also works for normal maps, roughnes etc?
Many Thanks. I have looked a lot tutorials of baking multiple texture in one object. It is the most make sense and workable…
Thank you so much for this tutorial!
Why is my texture atlas bake not resembling my render?
https://blender.stackexchange.com/questions/92084/why-is-my-texture-atlas-bake-not-resembling-my-render
MY GOD I have been struggling with this for the last two days and this video has solved everything, thank you so much!
What is the advantage of this? I mean great tutorial as always, I just never came across the need to use this.
Thanks for the tutorial. If sss and fresnel nodes are in the material that your baking will they be static or will they still react to the light?
I have a material that keep baking black for some reason, do you know any reason for that?
Nice tutorial, thanks. Also, how did you get the 'Lock Camera to View' button on the bottom toolbar in 3D view? That would be very useful.
Great and thank you!