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Chapter 01 - First Encounters
Chapter 02 - Navigation
Chapter 03 - Layout Customizing
Chapter 04 - User Preference Changes
Chapter 01 - Menus, Modes and Display
Chapter 03 - Layers and Snapping
Chapter 01 - Mesh Data, Object Data
Chapter 02 - Object Tools
Chapter 03 - Mesh Tools - Extrude
Chapter 04 - Mesh Tools - Bevel
Chapter 05 - Mesh Tools - Subdivide
Chapter 06 - Mesh Tools - Working With Loops
Chapter 07 - Mesh Tools - Vertex Connect
Chapter 08 - Mesh Tools - Inset
Chapter 09 - Mesh Tools - Merging
Chapter 10 - Mesh Tools - Knife Tool
Chapter 01 - Ref Images & Traffic Cone Blockout
Chapter 02 - Traffic Cone Modeling
Chapter 03 - Normal Editing - Smooth/Hard Edges
Chapter 04 - High Res Traffic Cone
Chapter 05 - Camera Modeling
Chapter 06 - Modeling With Curves
Chapter 07 - Finishing The Camera Model
Chapter 08 - Removing NGons
Chapter 09 - Hi Res Lens And Ribbed Cable
Chapter 10 - Organizing And Naming Objects
Chapter 01 - UVs Overview
Chapter 02 - Mirror Modifier
Chapter 03 - UV Unwrapping The Base
Chapter 04 - UV Unwrapping The Cable
Chapter 05 - UV Unwrapping The Cone
Chapter 06 - UV Final Layout
Chapter 01 - Baking Setup And Creating Images
Chapter 02 - Baking Ambient Occlusion
Chapter 03 - Baking Normal Maps
Chapter 04 - Creating The Base Color Materials
Chapter 05 - Baking The Base Color
Chapter 06 - Setting Up A Complete Material
Chapter 07 - Cord Baking And Multiple UV Sets
Chapter 08 - Baking The Camera Lens
Chapter 01 - 3D Painting Setup
Chapter 02 - Painting A Vertical Gradient
Chapter 03 - Multi Layered Painting
Chapter 04 - Worn Edges With Cavity Masking
Chapter 05 - Baking All Layers Down To 1
Chapter 01 - Importing A TF2 Character
Chapter 02 - Rigging And Placing The Asset
Chapter 03 - LOD Creation
Chapter 04 - Exporting As OBJ
Chapter 05 - Importing Into Team Fortress 2
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Section 6 - Baking
Sept. 24th, 2015
More high resolution baking and dealing with multiple UV sets.
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Since I have twisted my cord in a different way, there are spots on the cord where the ribbing is stretched far apart and spots (e.g. on a sharp curve of the cord) where the ribbing is extremely compressed.
Is there a way in Blender to perform a mapping so that the ribbing is equally along the cord?
@ShadowGames: The distribution of the uvs were created using the follow active quad and 'length average' mode, try some different selected active faces for which to base the overall distribution of uvs off of. Though with very extreme angles it's not really possible to get perfect results.
Hope that helps! :) Aidy.
Hi Aidy. Going well so far...but when I try and add the various textures to the material I don't seem to get any impact from the AO textures for the cone & base or the cord. They seem to be in the right position and are set to 'multiply' in blend and are in the correct position on the texture stack and are set to 'AO' in the influence section of the materials properties....any suggestions?
Glad you're navigating your way through it well! I realize now that I have a very dark color for the cord and when multiplying the AO here it is barely going to have an effect which is why i opted for the lighter color at the end. :D
That is a slight aside to your problem though of course, but rewatching it now that's the first thing that sprung to mind! :D
For your issue, can you send a screenshot please? If I can't guess what it is, possibly send the blend file over too, and i'll take a look. :)
Hi Aidy, I've been following this guide well till now but I am getting something strange happen when trying to bake the AO for the ribbing.
It might just be something I have forgotten from the previous vids.
When I select the blank plane that is created and the ribbing underneath with the plane active and then click bake, the image changes from the RibbingAO one to the BaseColour texture we created earlier in 05. It then proceeds to bake over the top of this image. I don't seem to be able to get it to use the RibbingAO at all as it always switches no matter what I do.
Any help appreciated, many thanks.
Okay, found the problem myself as I went back through the whole video. The initial unwrap occurred on the BaseColour image. When I created the RibbingAO image I needed to unwrap again on this image for it to take effect.
@mabartlett: Ah yes this can be confusing, Blender has something it calls 'texfaces', uv's that make up a face in the uv editor can have an image 'assigned' to them a 'texface' to help with unwrapping. It is also this image that gets baked to as you have discovered!
Rather than needing to unwrap again, you should be able to just select those faces that keep switching and then in the uv editor select the image you want to bake to from the pulldown menu.
There is an example of this in the section that happens at 4 mins 08 seconds of this video. :)
Hope that makes sense! :D
@Aidy_Burrows: Thanks for explaining, at least I'm not mad. I did try reselecting the image from the dropdown in the UV editor as I had done that before but it did not work without the unwrap.
When I bake the AO for the cord ribbing (the first bake step in this video) it takes a good 15 seconds or so to complete, and this is on a pretty recent desktop machine. In contrast it seems to be pretty quick in the video. I'm curious if the video is edited to skip the bake time here? No biggie but would be interesting to know if there's something that can speed it up.
@Nick Sandow: Hi! Yes that part of the video cuts, however it seems to me having just checked an AO bake just now using Blender Render on a much more powerful machine that it's a bit slower than it used to be! Cycles AO baking on the other hand, zips through it pretty fast.
It's worth noting this seems to only be AO that is quite sluggish within Blender Render the other ones such as Normal still bake at about the speed i'd expect.
Thanks for the heads up, perhaps this is an optimizing bug of some kind.
@Aidy_Burrows: I'm having trouble getting my normal image to bake and display like yours. I'm getting hot pink and blue on my inclined faces instead of teal and purple. It doesn't function properly as a normal map.
I'm using Cycles and material nodes because trying to learn on two different UIs at once (Cycles and Blender) is too confusing. The nodes I've set up to handle the normal mapping are as follows:
Attribute (to specify the UV that I want) -> Image Texture [non-color data] -> Normal Map -> Diffuse BSDF -> Material Output.
Any ideas on what might be causing this, or where I should start troubleshooting?