Blender-Baking Textures
Why Blender Stack Exchange recommends it
Blender Stack Exchange answerers point people to it when they need a quick, followable walkthrough of texture baking, such as combining textures, baking materials, or building atlases.
Recommended by 4 people across 4 different months, 2014 to 2018.
What it is
A short 2011 screen-capture tutorial on baking textures in Blender, uploaded by the channel bugzilla2001. It walks through the baking workflow step by step in under nine minutes.
What people said
Strong rec Sergio · 2015-11 · Blender Stack Exchange · on “Baking two textures into one”
Finally, I have found the correct way for baking textures for my files. There is a great tutorial here: [this video] Following all steps exactly as was shown in the video I got the correct result just in 10 minutes. Hope, this will save time to someone.
Recommends J Sargent · 2015-04 · Blender Stack Exchange · on “How to do apply a shadeless material bump map”
You know, you might be able to **bake your material to a texture** [this video] (really starts around 1:20), then enable shadeless. Let me know if this method appears to be what you are looking for.
Recommends stefanplc · 2016-01 · Blender Stack Exchange · on “Texture Atlas and Duplicates”
I ended up finding a solution that is "elegant" enough to where it would work on even larger scenes where you might have 10-15 copies of multiple objects without being miserable to do. First, I dragged a copy of each individual object away from my scene in an area where I'll basically have 1 copy of each unique object. You can even move these on a separate layer if it helps. Next I grouped up (ctrl+G) all of the objects that are the same within my scene in separate groups. So all the houses in one group, all the trees in one group etc... You can find more properties for grouping under the Object tab (the square icon 3 to the left from Materials) Using the simple process explained in the vide
Recommends user126393 · 2018-10 · Blender Stack Exchange · on “Optimize UV map after removing geometry”
Hi, with your help I got this tutorial and kinda worked. I still havent finished but now im on the way. Thanks for your answer, without it I wouldnt have got here! [this video]
Cites Mutant Bob · 2014-11 · Blender Stack Exchange · on “How to combine many faces into single face”
If you want to use only 6 faces, then any detail on the faces will have to be represented using textures. Fortunately, textures can be used to create several kinds of detail and I can think of the following off the top of my head being easy to do in webgl: color specular parameters (although you might have to use glsl) normal (affects specular and other kinds of lighting) Blender also supports displacement mirror parameters You probably want to research how to BAKE a texture from your high-res model into something usable in a 6-quad model. A quick google search comes up with [this video] about textures (which probably isn't useful in your case) and [LINK] which is for an ancient version of blende
Cites stefanplc · 2016-01 · Blender Stack Exchange · on “Texture Atlas and Duplicates”
I would like to create a texture atlas for a larger scene with all sort of objects without having multiple copies of the same texture in it, based on how many times that object appears. So for example lets say I have 6 identical trees and 2 identical houses, I would like my textures atlas to contain one tree and one house texture as if I only had 2 objects, instead of having 6 tree textures and 2 house textures that look exactly the same. I did find a solution to this, however it's not easy to use so I'm wondering if there's another easier way. The way I can do it is when I'm done with the scene is to delete all the copies so I only have 1 instance of every object. Then I can just join all t