Ultranoob here, I apologize for asking a question that shows it so. I have a low poly model that I’ve colored using materials by selecting specific faces and setting the material. This works great for basic coloring, but I’d like to use textures instead, partially for a more pixelated look, but also such that I may paint detail (like the face, graphics on the shirt, fishnets on thighs) onto the model. I tried looking for ways to bake shaders to textures, but I couldn’t make sense of the results.
What kind of results aren’t making sense? it would be good to know how are you baking the materials, and also what kind of baked textures you’re looking for.
If you have a object with multiple materials assigned to faces, you need to add an Image Texture node referencing the final texture to all the object’s materials before baking, otherwise, materials without that reference won’t bake.
Also, the UVmap shouldn’t have any overlapping, so that a material doens’t gets painted over another one.
Then is just a matter of picking the bake type… If you just want the color, for further texturing, you just need to bake the Color part of the Diffuse.
Additionally… if you wan to paint something on the surface then why not edit the texture… why do you thing you have to “convert” a shader to a texture and then use again a shader to show the texture onto the object?
You might have to have look into shader nodes (SN): introduction and espeically SN textures: image ??
It isn’t a shader per se, and I’m not trying to bake anything other than the albedo/diffuse. I just want the colorized polies in the form of a texture.
This is my model currently, and I’d like for the ability to export the colorized polygons to a texture, such that I may add shading and details like the eyes, ears, texture the hair, etc. I did a basic smart unwrap and i’d like to texture paint details onto it. I have the major body parts like arms, legs, neck, head separated into their own objects, but I’d like to use one textures for all of it, likely 128x128 or 256x256.