![]() You can choose the type of texture you want to bake from the “Bake Mode” drop-down menu. The “Bake” settings in Blender can be found at the bottom of the Render tab of the Properties window and change according to the render engine you have selected: Depending on which software you’re using later for texture creation you need slightly different maps, however most of the time a normalmap and an ambient occlusion map are the bare minimum for Substance Painter/Quixel dDo.įor baking I usually use Blender Internal, Cycles or XNormal, which is a really powerful, free application and produces superior results to Cycles in some cases. If you’re not a friend of the additional work required to get a lowpoly model or just want to showcase your highpoly one, don’t worry, Sketchfab handles models up into the millions of polygons just fine!Īfter the model is finished and unwrapped it’s time for baking maps. Based on this a lowpoly version of the model is created and UV unwrapped. Since I usually create assets for real time use cases like games or augmented reality applications, I first create a highpoly (=high polygon count) model with lots of details. So let’s start by creating the model in Blender. That’s pbr in a nutshell, please refer to the links above for more detailed explanations. You can easily turn a roughness texture into a glossiness texture by just inverting it and vice versa. The roughness/glossiness maps are black/white textures used to control the “sharpness” of the reflections. White parts of the metalness texture mean the material should be treated as a metal and black parts are non-metals, easy as that. ![]() The main difference is that the Specular Workflow utilizes a “specular texture” (a rgb color map) to control reflection amount/color, while the Metalness Workflow relies on a “metalness” texture, which is basically a black/white map. They both make use of a base color texture (commonly referred to as “albedo”) as well as a normal- and ambient occlusion map. ![]() What’s important to know is that there are two workflows, commonly referred to as “Specular/Gloss” and “Metalness/Roughness” workflow. I’ll skip the theory behind physically based rendering/texturing for now, since there are very good explanations around, and freely available to anyone. This guide presents a proven workflow for achieving great results with Sketchfab’s PBR rendering engine, for example I used it when creating my Pokeball model: Starting with creating your model in Blender, baking maps and using a PBR texturing application like Quixel Suite or Allegorithmic Substance Painter to create your textures and finally creating Sketchfab materials using these textures. Hey everybody, in this tutorial I’ll be talking about a PBR (Physically Based Rendering) workflow for Sketchfab. This article was originally published at the official Sketchfab blog: CLICK HERE
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