Blender
How to handle glass when baking textures?
Hey guys, im learning all about baking out my diffuse, normal and roughness maps for a model with multiple materials. One of the materials is glass, but im confused...

How will unity/other engines know its supposed to be glass, will i need any more maps for that?

Do you even do the glass in blender for game assets, or leave holes and do the glass in engine?
Τελευταία επεξεργασία από Karmaterrorᵁᴷ; 21 Ιαν 2022, 12:51
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You usually create the glass material in the game engine and assign it to the glass object (which you imported from Blender). You can't create glass in Blender and export it to a game engine or "bake" it.

You *can* bake certain aspects, like a map for scratches or dirt or something like that, and then overlay it in the game engine.

Edit: If you have multiple materials on an object, you can probably use a map to assign different materials in the game engine, and hook up a glass material to the corresponding part. How exactly depends on the game engine.
Τελευταία επεξεργασία από The Renderer; 21 Ιαν 2022, 13:53
Thanks, I did notice in unity all my materials showed up in the list so maybe i can just make it glass that way, il look into that. I dont mind having the windows as separate objects though, so might do that for now, then i can finish texturing the rest of it.

Thanks for the info :)
Τελευταία επεξεργασία από Karmaterrorᵁᴷ; 21 Ιαν 2022, 16:40
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