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Course

Game Asset Creation

insert_drive_file Course Overview
Intro keyboard_arrow_down
  1. 01

    Introduction

Section 1 - Understanding the Interface keyboard_arrow_down
  1. 01

    Chapter 01 - First Encounters

    lock_open
  2. 02

    Chapter 02 - Navigation

    lock_open
  3. 03

    Chapter 03 - Layout Customizing

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  4. 04

    Chapter 04 - User Preference Changes

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Section 2 - Navigation keyboard_arrow_down
  1. 01

    Chapter 01 - Menus, Modes and Display

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  2. 02

    Chapter 02 - Navigation

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  3. 03

    Chapter 03 - Layers and Snapping

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Section 3 - Modeling keyboard_arrow_down
  1. 01

    Chapter 01 - Mesh Data, Object Data

  2. 02

    Chapter 02 - Object Tools

  3. 03

    Chapter 03 - Mesh Tools - Extrude

  4. 04

    Chapter 04 - Mesh Tools - Bevel

  5. 05

    Chapter 05 - Mesh Tools - Subdivide

  6. 06

    Chapter 06 - Mesh Tools - Working With Loops

  7. 07

    Chapter 07 - Mesh Tools - Vertex Connect

  8. 08

    Chapter 08 - Mesh Tools - Inset

  9. 09

    Chapter 09 - Mesh Tools - Merging

  10. 10

    Chapter 10 - Mesh Tools - Knife Tool

Section 4 - Modeling a Game Asset keyboard_arrow_down
  1. 01

    Chapter 01 - Ref Images & Traffic Cone Blockout

  2. 02

    Chapter 02 - Traffic Cone Modeling

  3. 03

    Chapter 03 - Normal Editing - Smooth/Hard Edges

  4. 04

    Chapter 04 - High Res Traffic Cone

  5. 05

    Chapter 05 - Camera Modeling

  6. 06

    Chapter 06 - Modeling With Curves

  7. 07

    Chapter 07 - Finishing The Camera Model

  8. 08

    Chapter 08 - Removing NGons

  9. 09

    Chapter 09 - Hi Res Lens And Ribbed Cable

  10. 10

    Chapter 10 - Organizing And Naming Objects

Section 5 - UVs keyboard_arrow_down
  1. 01

    Chapter 01 - UVs Overview

    lock_open
  2. 02

    Chapter 02 - Mirror Modifier

  3. 03

    Chapter 03 - UV Unwrapping The Base

  4. 04

    Chapter 04 - UV Unwrapping The Cable

  5. 05

    Chapter 05 - UV Unwrapping The Cone

  6. 06

    Chapter 06 - UV Final Layout

Section 6 - Baking keyboard_arrow_down
  1. 01

    Chapter 01 - Baking Setup And Creating Images

  2. 02

    Chapter 02 - Baking Ambient Occlusion

  3. 03

    Chapter 03 - Baking Normal Maps

  4. 04

    Chapter 04 - Creating The Base Color Materials

  5. 05

    Chapter 05 - Baking The Base Color

  6. 06

    Chapter 06 - Setting Up A Complete Material

  7. 07

    Chapter 07 - Cord Baking And Multiple UV Sets

  8. 08

    Chapter 08 - Baking The Camera Lens

Section 7 - 3D Painting keyboard_arrow_down
  1. 01

    Chapter 01 - 3D Painting Setup

  2. 02

    Chapter 02 - Painting A Vertical Gradient

  3. 03

    Chapter 03 - Multi Layered Painting

  4. 04

    Chapter 04 - Worn Edges With Cavity Masking

  5. 05

    Chapter 05 - Baking All Layers Down To 1

Section 8 - Importing and Exporting keyboard_arrow_down
  1. 01

    Chapter 01 - Importing A TF2 Character

  2. 02

    Chapter 02 - Rigging And Placing The Asset

  3. 03

    Chapter 03 - LOD Creation

  4. 04

    Chapter 04 - Exporting As OBJ

  5. 05

    Chapter 05 - Importing Into Team Fortress 2

Assets keyboard_arrow_down
  1. insert_drive_file

    Attribution & Links

  2. insert_drive_file

    ConeCamHat.obj

  3. insert_drive_file

    ConeCamHat_LOD.obj

Images And Textures keyboard_arrow_down
  1. insert_drive_file

    Ref - camera-712122_1920-color.jpg

  2. insert_drive_file

    Ref - caution-389408_1920-color.jpg

Blend Files keyboard_arrow_down
  1. insert_drive_file

    Asset 01 - Modeling

  2. insert_drive_file

    Asset 02 - UVing

  3. insert_drive_file

    Asset 03 - Baking

  4. insert_drive_file

    Asset 04 - Texturing

  5. insert_drive_file

    Asset 05 - Exporting And Importing

  6. insert_drive_file

    Camera Fly Example Geometry

Course

Game Asset Creation

insert_drive_file Course Overview
Intro keyboard_arrow_down
  1. 01

    Introduction

Section 1 - Understanding the Interface keyboard_arrow_down
  1. 01

    Chapter 01 - First Encounters

    lock_open
  2. 02

    Chapter 02 - Navigation

    lock_open
  3. 03

    Chapter 03 - Layout Customizing

    lock_open
  4. 04

    Chapter 04 - User Preference Changes

    lock_open
Section 2 - Navigation keyboard_arrow_down
  1. 01

    Chapter 01 - Menus, Modes and Display

    lock_open
  2. 02

    Chapter 02 - Navigation

    lock_open
  3. 03

    Chapter 03 - Layers and Snapping

    lock_open
Section 3 - Modeling keyboard_arrow_down
  1. 01

    Chapter 01 - Mesh Data, Object Data

  2. 02

    Chapter 02 - Object Tools

  3. 03

    Chapter 03 - Mesh Tools - Extrude

  4. 04

    Chapter 04 - Mesh Tools - Bevel

  5. 05

    Chapter 05 - Mesh Tools - Subdivide

  6. 06

    Chapter 06 - Mesh Tools - Working With Loops

  7. 07

    Chapter 07 - Mesh Tools - Vertex Connect

  8. 08

    Chapter 08 - Mesh Tools - Inset

  9. 09

    Chapter 09 - Mesh Tools - Merging

  10. 10

    Chapter 10 - Mesh Tools - Knife Tool

Section 4 - Modeling a Game Asset keyboard_arrow_down
  1. 01

    Chapter 01 - Ref Images & Traffic Cone Blockout

  2. 02

    Chapter 02 - Traffic Cone Modeling

  3. 03

    Chapter 03 - Normal Editing - Smooth/Hard Edges

  4. 04

    Chapter 04 - High Res Traffic Cone

  5. 05

    Chapter 05 - Camera Modeling

  6. 06

    Chapter 06 - Modeling With Curves

  7. 07

    Chapter 07 - Finishing The Camera Model

  8. 08

    Chapter 08 - Removing NGons

  9. 09

    Chapter 09 - Hi Res Lens And Ribbed Cable

  10. 10

    Chapter 10 - Organizing And Naming Objects

Section 5 - UVs keyboard_arrow_down
  1. 01

    Chapter 01 - UVs Overview

    lock_open
  2. 02

    Chapter 02 - Mirror Modifier

  3. 03

    Chapter 03 - UV Unwrapping The Base

  4. 04

    Chapter 04 - UV Unwrapping The Cable

  5. 05

    Chapter 05 - UV Unwrapping The Cone

  6. 06

    Chapter 06 - UV Final Layout

Section 6 - Baking keyboard_arrow_down
  1. 01

    Chapter 01 - Baking Setup And Creating Images

  2. 02

    Chapter 02 - Baking Ambient Occlusion

  3. 03

    Chapter 03 - Baking Normal Maps

  4. 04

    Chapter 04 - Creating The Base Color Materials

  5. 05

    Chapter 05 - Baking The Base Color

  6. 06

    Chapter 06 - Setting Up A Complete Material

  7. 07

    Chapter 07 - Cord Baking And Multiple UV Sets

  8. 08

    Chapter 08 - Baking The Camera Lens

Section 7 - 3D Painting keyboard_arrow_down
  1. 01

    Chapter 01 - 3D Painting Setup

  2. 02

    Chapter 02 - Painting A Vertical Gradient

  3. 03

    Chapter 03 - Multi Layered Painting

  4. 04

    Chapter 04 - Worn Edges With Cavity Masking

  5. 05

    Chapter 05 - Baking All Layers Down To 1

Section 8 - Importing and Exporting keyboard_arrow_down
  1. 01

    Chapter 01 - Importing A TF2 Character

  2. 02

    Chapter 02 - Rigging And Placing The Asset

  3. 03

    Chapter 03 - LOD Creation

  4. 04

    Chapter 04 - Exporting As OBJ

  5. 05

    Chapter 05 - Importing Into Team Fortress 2

Assets keyboard_arrow_down
  1. insert_drive_file

    Attribution & Links

  2. insert_drive_file

    ConeCamHat.obj

  3. insert_drive_file

    ConeCamHat_LOD.obj

Images And Textures keyboard_arrow_down
  1. insert_drive_file

    Ref - camera-712122_1920-color.jpg

  2. insert_drive_file

    Ref - caution-389408_1920-color.jpg

Blend Files keyboard_arrow_down
  1. insert_drive_file

    Asset 01 - Modeling

  2. insert_drive_file

    Asset 02 - UVing

  3. insert_drive_file

    Asset 03 - Baking

  4. insert_drive_file

    Asset 04 - Texturing

  5. insert_drive_file

    Asset 05 - Exporting And Importing

  6. insert_drive_file

    Camera Fly Example Geometry

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Section 6 - Baking

Chapter 02 - Baking Ambient Occlusion

24th September 2015

info License: CC-BY
flag Report Problem

Author

Francesco Siddi

How to bake low resolution objects and avoiding errors. How to bake from high resolution objects and how to change the quality of the occlusion bake.

14 Comments

Join to comment publicly.

Ryan White

13th November 2016 - 23:46

Having problems with the the Ambient Occlusion textures showing up in the 3D view. Sometimes it works but frequently when I change the textures the 3D view will just stop updating the models and I can only get the updated textures working when I open a new image to work with.

http://puu.sh/shgr2/ce86dc2897.jpg The baking the ambient occlusion textures for the cone and base worked fine but when I baked the camera it fails to update.
http://puu.sh/shgtm/e5fd73b235.jpg Baking the cord also has no effect.
http://puu.sh/shgFM/9fbc07f71d.jpg

EDIT: and now it works just fine after I come back an hour later. No idea what I changed if anything.

Marcel Fitzner

22nd February 2016 - 01:04

I baked the ambient occlusion texture which looks like in your video, but unfortunately it won't be shown on my cord as it still remains the same white as before. Any ideas what I might have missed? Cheers, Marcel

Marcel Fitzner

22nd February 2016 - 01:06

Interestingly, the AO texture was shown after restarting Blender (2.76b)...

Show more replies

Aidy Burrows

5th November 2016 - 20:55

@ShadowGames: Thanks for letting us know you found a solution, also the same kind of idea is discussed in the next video. :D Aidy.

Samuel Scott

7th November 2016 - 18:48

If I bake the Low Poly cone by itself I get a normal looking image, But if I select the 'Hi_Poly' version, shift click the original, disable the mirror modifier, and bake them, I get a nearly black texture. It bakes as if none of the low poly cone is visible. Any ideas on what I've done wrong?

Aidy Burrows

8th November 2016 - 00:04

@Sam.sctt42: Hi! Aidy here,

I'm not sure exactly what the issue maybe there, would you be able to share the blend file that you have? I could check your setup and to see if I get the same results if I try baking here. :)

Potentially you could make a new 'game asset workflow testing' project (or something) and share the blend with me that way? :D

Aidy.

Show more replies

Samuel Scott

11th November 2016 - 22:54

@Aidy_Burrows: I've added you to my "Game Asset Tutorial Testing" project. I'm not sure if I need to do more than just add you in the sharing section. Either way I've uploaded my project file, with embedded Ambien Occlusion image (Cable, Bases, and low-poly cone). I appreciate your willingness to help!

Aidy Burrows

12th November 2016 - 15:20

@Sam.sctt42: Aha! Yes that has worked, i can see the file and i downloaded it and tested it! :D The problem with the high poly object is that it has duplicated geometry somehow. To fix this, select all the geometry in the high poly object and press W > Remove doubles, this should remove 192 vertices. Then things will look a bit crazy since some face normals (i.e. direction) will be flipped while others aren't. To unify them, go Ctrl F for the faces menu and you'll see the tool there, 'recalculate normals' (or just use spacebar to search for that tool or use the shortcut for itself ctrl N). Then it should be working again to bake from. :D

Hope that does the trick for you on that end! :D

Aidy.

Mathilde Pignol

24th May 2017 - 23:48

If you don't see the Ambient Occlusion and Gather sections in the World tab of the Properties window (02:31), make sure you have 'Blender Render' selected as the rendering engine (pulldown selector in top Info bar). For some reason, I had the 'Blender Game' engine selected and those sections do not show up for that rendering engine.

Aidy Burrows

26th May 2017 - 12:37

@mathilde: Thanks for adding that extra info! :) Aidy.

Wang ShiJiang

11th July 2017 - 03:32

Why l get a very dark ao texture when baking the cone base, but other things are just fine.

Aidy Burrows

11th July 2017 - 15:28

@403036847: If the others are fine, it sounds like you know the process well, if you like you can pack the images into the blend file and then upload it somewhere with a link that you could post here and i'll see if i can see anything that stands out that could be wrong with the setup. :)

Aidy.

Javier Muriel

21st January 2019 - 13:26

I am getting very dark regionns after baking the cord and surroundings, they did not match yours, could you help me here?how I can modify the lighting. Thank you.

abdullahalazzawi

4th May 2019 - 04:19

I have a question about the cone not the cone base why did you not bake it by itself before baking it with the high res like you did with the cone base if i may ask ?

also at the last part of the baking you didnt have to duplicate it. I mean the camera. you could have just enabled clipping and made sure that everything is connected and that white line wouldnt appear

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