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File: Prac.jpg (117 KB, 1359x730)
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I have quite a bit of problem in texturing my knight. The armor part. As far as i remember some people "Bake" the textures to put some details by doing materials and such in blender but the thing is that i don't know what to search for and does such a thing even exist too?
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>>594190
Well, I don’t know how baking works in Blender, but you can get a free program called xNormal that does it.

Starting from the basics, baking involves taking geometry and baking it down to different geometry. For example, you have a basic flat plane of just one polygon, and another plane that you modeled some detail into like sci-fi style paneling.
You place the detailed plane over the base, bake out a normal map, and now you have a special texture that has the surface properties of the detailed plane encoded into it. Because it’s just a texture, at a low angle you’ll see that the plane is actually flat, but from a distance and face-on it should look very similar if not identical, and will react to changes in lighting.

The same applies to any type of model - you have a detailed mesh with lots of actual detail modeled into it, and a low-detail one that will be baked to. The plane was easy enough to work with, but to bake properly on a more complex mesh, you have to unwrap it and generate smoothing groups from the UV islands.

Yes, this all means that you need to produce a version of your model that has those details actually modeled in, for you to bake them down from something in the first place. If this sounds unreasonable with the tools you have in Blender, that’s because it usually is, and most people prefer to use sculpting software like ZBrush, Mudbox or 3D Coat to work on the details. Adding dings and scratches to the armor, or fluting, seam lines and rivets is as simple as picking the appropriate brushes and sculpting that detail in.
Once you’re done, you export the model back out, and with both models overlapped, check to make sure your original mesh still fits the shape closely enough and adjust if need be, and then send it to bake.

The baking process isn’t limited to just producing normal maps, but for you to make any more sense out of this, you have to at least get baking normals down first, and go on from there.




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