The target of your bake does not have to have the same UV mapping as you used for any other images that contribute to the material. It just has to be the active node and have an image assigned. The texture node that is the target of your bake does not need to be connected to anything. Some useful bits and pieces for baking textures in blender 2.8 with cycles for use in SL. They are numbered but backwards like a blog in this list. You want to start at the beginning and look at the ones with the BLENDER icon on them. But I am guessing that a lot of confusion about what you need to DO (not exactly how to do it) will be answered in those videos. Don't try and follow along as the interface is very different and it will - I suspect - be confusing for you. So I suggest JUST WATCHING some of my beginning segments of the tutorials to get the idea behind modeling and the steps needed to get items into SL. Personally it seems like you are learning from videos that have little to do with modeling game assets (what we need for SL) and that can be dangerous as well as time wasting. That being said, I made a full set of tutorials for modeling in Blender for SL and Opensim - something you don't find often as Blender is used for many many projects and platforms. I definitely understand that you want to learn the 2.8 version of Blender and I agree (for you :D). Defining area on your model and unwrapping lets you apply your textures inworld (which seems to be what you are doing). You do NOT need to "bake" your texture IF you plan to use regular tiling textures on your object in Second Life. I am just trying to bring things into second life, that reflect my best effort. I have no formal education in computer science, graphics, or animation. If there are links explaining these concepts of how to properly bring our models into second life, I would dearly love to read them. It is not that I am turning off my brain, but I have never had anyone explain it to me, or even broach the subject. I have just learned, perhaps erroneously, that before you can bring an object into second life, and have it texturable, you have to bake it. Guilty as charged, Your Honor! Tbh, I have never really understood what I am in fact baking, or why for that matter. Ask questions and we'll do our best to help clarify things. It's all confusing and there's a lot of jargon to keep straight. They can be very useful and greatly reduce the amount of texture memory needed. Practice with a rezzed prim inworld if you haven't (Edit, Textures tab, Repeats Horizontal and Vertical). The default is 1 but can be changed to anything. Texture repeats is just changing the number of times a texture shows on a prim or mesh. Which approach is best depends in part on what it is you're making. I prefer it as it gives me more control for fine-tuning. It doesn't sound like you're doing that, but it is another option. The UV images you're saving are useful for alignment and placing if you prefer to make your textures outside of Blender in software like Photoshop or GIMP. Baking turns all of the appearance bits (like colours, shadows, lighting, etc) in Blender into a 2d texture useable outside of Blender. It's unwrapping, not baking, which is needed to make a mesh textureable inworld. If I don't bake a part of my mesh creation, won't that prevent me from texturing it? And, I do appreciate your comments, even if I have to admit I don't fully understand them. You should now see the Bake section where you can bake ao etc as before. If it's set to evee set it back to cycles. That'll be the texture you're gonna bake too. Click the dot, select 'image texture', new image texture. Underneath, under base color you got a color and a dot on the right. but can someone help me with the work flow for 2.8 to second life? Must I use "cycles render" Can someone give me the work flow steps after modeling with 2.8 to get my mesh into second life and be able to texture it properly?Ĭreate a new material in 2.8 and assign it to faces the normal way. I have used cycles render before to make a photo or picture. They took away my "blender render" and I don't even know how to bake anymore. Modeling using 2.8 actually seems smoother. I have been trying to use blender 2.82 lately to learn to use it. Lastly, using "blender render", I bake the file, and then export it to second life. Then I will go into materials, and assign my faces with colors, so I can apply different textures to different faces in second life. Then I unwrap, the model as best I can, and try to ensure that it will take a texture without too much stretching.Then I will save a UV image map. My basic workflow to SL is as follows, Model and save, then scale the creation to a useful in world scale. I have been using Blender 2.79 for a couple of years now.
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