Edit: For anyone else having a similar issue, sheen is causing the issue. I set my sheen and specularity to 0 and it bakes correctly now.
I was following a procedural texture tutorial to make a texture for an object, but the bake is coming out a lighter color (I’m baking it to export it to a game engine). I’ve included the tutorials I followed along with screenshots of the difference between the procedural and baked texture as well as the Blender file.
Does anyone know what I need to do to make the procedural texture identical to the baked texture?
After looking at your blend file, I think the difference is a combination of 3 things:
1-The sheen value in the material seems to glitch with the bake and needs to be deactivated (it does very little in your case anyway).
2-Your color management is set to filmic, but the texture’s color space is set to standard. You should set the viewport to standard too to get an accurate view of the colors that will get baked.
3-The model is lit with a colored light source. This doesn’t affect the texture, but it will make the model itself seem like it has a wrong color when rendered.
Oh, and by the way, you may want to know that there are some missing faces around the eyes, in case that’s not intentional.
Okay! I’m not sure if it is relevant in this case as I’m not going to render the scene, just export to a game engine but I’ll keep that in mind for the future.
Thanks for the tip! It’s all good, that’s where the eyelashes were- I removed everything in the demo file not directly relevant to the rubbery texture.
Thank you for solving that, otherwise I’d repeatedly keep running into my texture bakes being too light and no idea what was causing it.
Also, image textures have their own color management:
Color management is a very complicated topic. The raw values of a render have to be adapted and mapped in a way that the screen can display and that also looks nice.
The fact that blender’s rendering uses a certain color space, that the texture uses an other and probably the game engine uses one of its own means that it will never be possible to fully match the image texture and what you see on the model. If you want a very specific color for a model, the best way is probably to adjust it for the final version, in the engine itself.