Exporting to game engines is frustrating

When exporting to a game engine it should be expected that it is easy as clicking one button to transfer the textures. But in blender the only way I know of is to bake it either with the in built baking or a third party addon. Unfortunately both of these methods have caused me serious problems. Addons crash and produce weird results, blender in built baking sucks and is tedious to scale on bigger models. In the futuristic year 2021 what is the actual proper way to export a multi object asset with textures into a game engine like unity, so that the least work has to be done in the game engine to import the model?

The only game-engine that I know of which is tightly integrated to Blender is Armory3D. Its design studio is Blender.

Its a game engine which barely has even the most basic features, but that wasnt what I was asking
. I am just confused on how the actuall workflow looks like to export textures to unity for example

Game developing isn’t an easy process… This is how I do it:

  • bake textures
  • import the .blend file to Unity
  • create materials in Unity to use the baked textures
  • assign .blend file materials to the respective Unity materials
  • adjust object rotation (Blender uses a different axis system)
    Done!

What exactly is your issue? Is it baking? The game engine doesn’t import as expected? The pipeline to achieve it?

So I have to bake it?

The baking. Because when using the blender deafult baking I realised that I am losing color in the diffuse and albedo, it also crashed 5 times. Then it created random artifacts at the meeting point of two materials, it took 30 min to render. Then I switched to a addon which crashed about 20 times. Also created weird artifacts at the meeting point of materials, created a bad normal map with no detail. All this took me 2 days. I spent a week on modelling/texturing. I just want to get the model from blender to unity without creating extra problems in the unity game engine where u have to manually drag all the textures onto each single material.

Sometimes I use external textures (like made in Photoshop), especially for the ground or realistic textures too hard to replicate through procedurals, but baking in Blender isn’t that difficult, just takes a bit of time. I’d recommend you to use the LTS version (currently Blender 2.83, soon 2.93) to get less bugs and skip the trash addons that fail, you don’t really need them.

And you can’t skip the Unity texture dragging lol, there’s no way I’m aware of to directly import materials from Blender.

I need mental help with this, I actually just cant see the bake button for another month. I also use photoshoped textures, for example I added windows that are just 2d textures onto a mental plating, saves on geometry. I am currently downloading 2.90.2 I currently have 2.90.1 so we will see how that goes.

When you are exporting to another application, that’s the wrong order. Always find a suitable workflow first! No exception!

When you do that, don’t spend 30 minutes to render anything. Iterate quickly and try out what works and what doesn’t. Experiment with Suzanne and figure out how to bake without producing artifacts. Also, export the result to Unity and find out how everything imports automatically and whether you might need an import script for that.

Thing is I wanna figure it out but I cant, I dont have the time right now. This is for a timed thing and I need to do other things in the background. I just need to finish it and then I will have time. Its just crazy to me that rendering 6 2D textures and packing them into a file is so goddam hard.

I’d love to help, but without time, that’s unfortunately not possible. Hope you find something that works!