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GUIDE : Transferring of Texture Details

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Estimated reading time: 3 min

Introduction

This documentation focuses on “Transferring Texture Details Using Blender” Its primary aim is to serve as a comprehensive guide for future cats, offering a step-by-step process for transferring texture details between objects in Blender. The objective is twofold: to streamline the texture transfer process, saving valuable time, and to equip employees with the skills necessary for proficient use of Blender’s functionalities.

1. FBX Files/Models

  • Import the FBX file inside the Blender. 

    1. Ensure that both models have different UV maps and texture sets.
    2. Model 1(foreground) to combine with Model 2 (background)
  • Objects with the Details you want to Transfer.

    1. Identify the Objects with the details you want to transfer.
      For Example: 
      In this case, we only need the details of the Body object from Model 1 to transfer it to Model 2. You can now hide all other objects in Model 1.

2. Creating multiple UV maps on a single object

  • Make sure that you have selected the object for which you want to create the new UV map.

  • To create a new UV map for an object, navigate to the Object Data Properties, click on UV Maps, and then press the ‘+’ button to add a new UV map.

3. UV Maps Preparation for Baking

  • Now, copy the UV map from Model 2 to the newly created UV map of Model 1 in order to bake the texture of Model 1 onto the new UV Map.
  • Make sure to click on the newly created UV map when copying the UV map from Model 2.

  • Next, click on Model 2, press Ctrl + L, and the select ‘Copy UV Maps’.

  • You can check if the model 1 and model 2 have the same UV map now.

4. Material Preparation for Baking

  • Model 1

    1. Create a separate material for each object, and then navigate to the Shading tab. 
    2. Add an Image Texture Node corresponding to the number of texture sets the model has.
    3. Click on ‘Open Folder’ in the Image Texture node and locate the .png image file
    4. Next, connect each Image Texture to its corresponding values on the BDSF Shader. Ensure that the alpha of the Diffuse Image Texture is connected to the alpha of the BDSF shader.
    5. Make sure to change the Color Space of Image Texture to Non-Color, if they are not affecting a color. for Example, (normal map, roughness, Specular ect.).
    6. Add a Normal Map Node and connect it between the Normal Map Image Texture and the BDSF to enable its functionality.
    7. Add an additional Image Texture node for use during the texture baking process.
    8. Include a UV Map Node to specify the base UV map for the Image Texture.

EXAMPLE: All of this image texture should use the MODEL 1 map 1 of Model 1 while the Baking Image Texture should use the new UV map (MODEL 1 map 2).

  • Model 2

    1. For Model 2 we need a different preparation to combine and bake the new Texture
      For the Base/Diffuse and Normal texture we need to add a mixRGB node.
    2. Add a new Image Texture for baking. This will be used to bake the new texture. No need to add a UV Map Node since this model has only one UV map.
    3. Now, navigate to the Shading tab of Model 1 to begin the baking process.
      Example:

    4. Select the Image Texture you added in Step 7 of the Material Preparation. Click the ‘NEW’ button to set up the image.
    5. Now, for the baking process, select both the model and the Image Texture node used for baking the new texture.
       
    6. To bake the diffuse texture, set the bake type to ‘Diffuse’ and uncheck the ‘Direct’ and ‘Indirect’ boxes. Keep in mind that this can impact your color, as it will capture the lighting values present in Blender during the texture bake.
    7. In the Margin tab, set the size to any value greater than 5 to create a margin for the texture and prevent bleeding.
    8. Then, click on ‘Bake.’ After the baking process is complete, save the image. This image will be used to combine and bake the new texture on Model 2.

    9. For the emissive texture, change the Bake type to ‘Emit’ and click ‘Bake.’ Don’t forget to save the image afterward.

    10. For the normal map, change the Bake Type to ‘Normal’ and disconnect the alpha channel of the Image Texture from the alpha channel of the BSDF.

 

  • Model 2: Baking the new Texture Set.

    1. Now, in the material of Model 2, open the newly baked Image Texture you created for Model 1. Use this to bake it with the texture of Model 2.


    2. Next, you can repeat the baking process you performed on Model 1.

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