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Asset Creation Part 6: Applying Textures

1) open your original .blend file 

Go ahead and delete the original blockmesh

Import your low poly mesh by going to file > append 

select the _low.blend version of the asset, then navigate to objects and select the object

2) Set up the asset library

In edit > preferences > file paths 

hit '+' to add a new asset library path, and navigate to the texture library for this project

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users...\BUGJam\pounce\pounce-art\asset_libraries

then save your preferences

3) Set up shading workspace

delete everything except for the material output in the existing texture that should have been created with the bakery 

rename the texture to asset_mat

then in the upper left viewport, toggle to asset browser, and select the "asset libraries" library- you should see a bunch of cool textured jackets!

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in your mostly empty material, right click and select 'setup mesh map nodes'

shift+click to select all 5 baked texture maps and import them (make sure to uncheck relative path)

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You should have two nodes now, the texture bundle, and the output

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Now, back in your asset browser- drag and drop the BSDF parameter to shader node group into the shader graph and conenct it to the material output

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4) Set Up Material

with that added, the area in between is where you can drag + drop desired materials from the asset library! just connect the mesh maps to material node to BSDF parameters node- then you can edit the color of the material you'd like to use from the library

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5) Bake Texture Set 

in the material properties panel, there is another bakery option called "texture set" go ahead and click initialize when you are happy with the texture + color of your object

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make sure to set up the file path like the original exporter, with it set to pounce 'game' instead of pounce 'art' and name it asset_mat 

DO NOT edit the name template

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and hit bake! 

6) Export to Game