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Baking Procedural Materials to Textures (Blender and Unity)

I've just released a video showing how you can bake the results of procedural materials into texture maps which can be used in other software (such as game engines). Depending on your workflow, this can eliminate the need for using texture painting software, especially for repetitive tasks like darkening cavities or wearing away edges. With an understanding of how node systems work in Blender, you could build up a large variety of procedural effects which are adaptive to the geometric shape of the object. 

For demonstration purposes, I've made use of my Modular Metals and Ambient Grunge Node packages to texture a jug.

Watch the video here! 

Wishing you all the best!


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