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Export Texture Maps

AlbedoTransparency Map

Export Color (or albedo) by simply saving the map from the “image editor”:

Save Map

MetallicSmoothness Map

Select the Compositing Shelf:

Met Rough

  1. Check on the “use nodes” check box. Ignore the Dope sheet at the bottom since we don’t need that. (Double click image to enlarge)
  2. Delete the “Render Layers” node with the “X” key
  3. Shift+A on keyboard to bring up search bar
  4. Type in Image to and confirm for an “image node”
  5. Open image and select the existing metallic texture.
  6. Repeat Steps 3-5 for another node and open the existing roughness texture map.
  7. Shift+A to add “invert color” confirm to add node.
  8. Shift+A to add “Hue/Saturation” node.
  9. Connect nodes like below example:

Connect Nodes

  1. Set up render settings by setting resolution to 4096 by 4096 (or the resolution you set when creating the textures when painting).
  2. Click F12 to render. A new window will appear with the render results.
  3. Save image as a .png and you’re done!

Below is an example of the maps are supposed to look:

Metal Smoothness

Normal Map

Normal Save

  1. Add a Normal map from the Texture slots.
  2. Set resolution to 4096 x 4096.
  3. Save empty normal map. Name appropriately
  4. (optional_only if model is low-poly and has hard edges) Navigate to Layout shelf and go to modifier settings.
  5. (optional_only if model is low-poly and has hard edges) Add a Multi-resolution modifier. Click on Subdivide.
  6. Go to Render options.
  7. Set bake type to “Normal”
  8. Bake
  9. Head back over to the “texture paint” shelf to see preview of normal map.
  10. Save texture. DONE!

Below image shows how normal map looks on 3d model:

Normal Map

RGBA Mask

RGBA Mask Map

RGBA Masks are used as an ID map to allow us to change the materials of different parts of a 3D model. We choose different parts of the model and apply a single color to that model. Each color represents a different material on the model.

To help create the RGBA Mask, we have provided a template that you can easily apply the color to each UV shell and then bake the 4 color ID maps out with an alpha channel in the texture.

Download Template

Download RGBA Mask Template here: genies_RGBAMask_Template.blend.

The Template comes with settings predefined to optimally create RGBA Masks for any mesh with one UV and all materials applied to it.

RGBA Download

Creating RGBA Mask Map

  1. Make sure your model:
    1. Is 1 Mesh
    2. Has UV’s unwrapped in one UV Space together
    3. Has Materials applied. (This works best when there is more then one material)
  2. Start by opening the Shading Tab
  3. Select your Mesh
  4. Go to the Material Panel
  5. Select a material on the mesh
  6. Replace that material with one of the 4 material options.
  7. Continue until all materials have been replaced. All 4 colors do not need to be used.
  8. Select the Texture Image Node in EACH color so all 4 image textures are selected in the Shader Editor
  9. We have created an empty image texture called BakeMap to bake all of the materials to. Each Texture Image should have BakeMap selected and the image color space set to sRGB
  10. Go to the Render properties Panel
  11. Check the Bake Section of the Render Properties Panel. All settings have been applied.
  12. Make sure all 4 image nodes are selected in the shader editor. Press the Bake Button.
  13. See the results in the Image Editor Window
  14. Save the images PNG with “_RGBAMask” at the end of the file name
info

Creating a New Image settings:

  • Name the Image with “assetName_RGBAMask”
  • Keep the Alpha Channel ON
  • Image Size should Be 4096 x 4096
  • For _AlbedoTransparency and _RGBAMask the color space should be sRGB
  • For all other texture maps the color space should be Non-Color