How would you bake it for games?

Forum Archive How would you bake it for games?

Viewing 2 posts - 1 through 2 (of 2 total)
  • Author
    Posts
  • #8566
    koko0
    Participant

      I guess the pit would be done in a glass shader in the game so nothing to do there.
      1. Would you change the output shader to emission and bake emission? or just albedo color? I can see some differences when I flip between the two baked textures.
      2. Other than color, you need to bake Metalic, Roughness, Specular and Normal/Bump and that’s it?

      It would also be nice that in things that can be game assets we could see the entire process and considerations for making them as such.
      Thanks!

      #28946
      Jonathan Lampel
      Participant

        Hey @koko0 , you got it! I’d change the shader to emission and bake that out as the albedo. You could get away without specular and bump maps, but a metallic, roughness, and normal would be the others I would bake out. 

      Viewing 2 posts - 1 through 2 (of 2 total)
      • The topic ‘How would you bake it for games?’ is closed to new replies.