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Post by missforutne on Aug 27, 2020 20:43:14 GMT -5
Hello, I would like to create a shiny mesh/texture for a mesh but I don't know how to do it. For example, I wish this helmet was more metallic, shinier. It doesn't have to actually reflect light in the game like mirrors or some other surfaces, but to make it look shiny at least. Kind of like fake shine. imgur.com/a/1GJUg56 - Helmet In Bledner 2.8 (yes, I know that 2.8 is not compatible with S4S, but with it I can do it faster, and in 2.76 also possible) using the material function I was able to visualize more or less what I mean. Is it possible to somehow "bake" the texture of such material and implement it in my mesh in the game? If not, is there any other way to achieve this or a similar result? ibb.co/W5yPLBV - Shiny/metallic helmet I'm a real beginner, but I looked through the entire training section and unfortunately didn't find the answer to my question there.
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Post by AlainBM on Aug 27, 2020 21:15:59 GMT -5
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Post by Feyona on Aug 27, 2020 22:10:27 GMT -5
Yes, it is possible to bake PBR materials onto the mesh. This is how I create metallic textures for my jewelry. In UV window you would need to create the map that you are going to bake the texture onto, uv map your mesh, then you need to create an image node by clicking Add -> Texture ->Image texture and choose your newly created image map. Then you can bake it. I recommend setting samples to 50 or 100 for the first test bake, and then if you like the result increase it to 200. A heads up: it won't look the same as you see in Blender, it will look similar, but definitely not the same. You can increase the shining by adding a specular map on top. I have a difficult time finding a tutorial for earlier versions of Blender, everything now in 2.80 and up. So here is a written instruction about how to add the map.
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