There are multiple materials in my object. When i try to bake it, it only bakes the part inside the uv square, but also i need to bake the places out of green square. How can i handle this?
hello,
try to scale the UV
UVImage Editor window=> selection all, key “a”=> press “s”, it is like scaling object but in 2D
there is auto-UV too
selection all object faces=> press “u”=> Smart UV project
also your sewing is not the best i must say
you should make balconies and windows separated objects
even if the draw call is increased ( draw call reduce performance)
just re-use them as instances
or stack them by hands in the image texture
do you know “atlas” addon?
"try to scale the UV
UVImage Editor window=> selection all, key “a”=> press “s”, it is like scaling object but in 2Dthere is auto-UV too
selection all object faces=> press “u”=> Smart UV project"
If i do this, textures getting bigger and seen low-res. I need to bake out of that square line.
“also your sewing is not the best i must say
you should make balconies and windows separated objects”
Yes i guess that’s right.
“even if the draw call is increased ( draw call reduce performance)
just re-use them as instances
or stack them by hands in the image texture”
Do you mean repeating textures descrease the performance? I never heard of draw call before. I’m newbie.
“do you know “atlas” addon?”
No, i don’t i will search it.
create a new UV map
then you select that map and go to the UV editor and pres Pack islands
and use that for baking you light maps and stuff.
it look like you unwrap the whole house in one click
before baking, you need a correct UV
redo the unwrap and edit it manually by selecting some faces ( let say all of a window faces) and unwrap
select the other window, unwrap it,
it will be added in the UVImage editor window
move it,scale it, in the UVImage editor window
continue the work
remember all the faces that have the same texture can be stacked in the UVImage editor (use the snap tool like in 3D)
https://www.youtube.com/watch?v=Y7M-B6xnaEM&list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6&index=19
you can also ask to hire a terxturer in the Blenderartists team project
if it looked low-res it is because the scale of UV compared to pixel of image
you need a bigger texture (1024 or more) and the right scaled UV
all textures decrease performance but texture from instancied objects not much, it is “considered as already called” from the original object
“atlas” addon is in blender
user preference=> addon=> UV=>check UV:Texture atlas
it is used to group multiple objects texture in one image