Table of Contents
|Product Name:||Introduction to Texture Baking|
Introduction to Texture Baking
Learn how to bake flawless maps for your game models with this ultimate introduction. By the end of Introduction to Texture Baking, you'll know how to bake every kind of model you'll encounter professionally. The techniques you'll learn are used by every game studio, from small indie studios to big AAA productions.
PERFECT BAKES EVERY TIME
We identify what kinds of textures we can bake, why we may want to bake them, and possible use-cases for each later down the pipeline. While baking allows us to capture a significant amount of detail, knowing what certain textures do and how we could use them is important.
Learn techniques normally reserved for the big studios in Introduction to Texture Baking. We cover ray cages, mesh linking, hard and soft edges, high and low poly, duplicated shells, exploding meshes, floating geometry, normal map formats, and much more! You'll also learn how to fix bad bakes, a skill every professional needs to know. Included are also exercises for you to do in order to get perfect bakes every time.
Charlie “Chunck” Trafagander is a Freelance Game Artist, Indie Dev, Tutorial-Maker, and in general a curious mind. Having worked for a few Indie developers, he has been able to touch most roles in game development, which he also likes to break down in various formats on his YouTube channel “Get Learnt”.
While texture baking relies heavily on other foundational skills, this course is highly recommended for beginner artists who have no knowledge of texture baking. The course covers several different software which you are expected to have a working knowledge of. See the course requirements for more detail.
To maximize your experience with this course, it is recommended you:
Be confident in both modeling and UV unwrapping
Know how to efficiently import/export 3D files with your modeling application of choice
Have a solid understanding of either Substance Painter or Marmoset Toolbag 3 or 4
01- What Is Texture Baking
02- Baking An Asset
03- What Maps Can We Bake
04- Misc Textures
05- Why UVs Matter
06- Rays Cages Explosions
07- Mesh Linking
08- Hard Soft Edges
09- Duplicate Shells
10- Floating Geometry
12- AO Static Dynamic Bakes
13- Normal Map Formats
15- Fixing Bakes
This is a personal license as stated on the FlippedNormals licensing page.
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