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Showing posts from December, 2025

Baking light and shadow to PBR materials

  In order to achieve cinematic-quality visuals within the performance limitations of real-time VR, I developed a dedicated Baking Pipeline that transfers the high-quality lighting and shadows from the Blender Cycles engine into Unity. Texture Baking in Blender The baking process ensures that the detailed and realistic Global Illumination (global light scattering) calculated by the Blender Cycles engine is directly captured on the model's texture. 1. Blender settings and preparation: Set the color space to standard and create a new Lightmap UV for each model to prevent overlapping in the rendering results. 2. Base Color & Emission Map Baking: Bake the Combined Pass, which contains the diffuse color and lighting information, into the Base Color texture. This enables complex shadows and multiple diffuse reflections in the Cycles engine. 3. Roughness Maps & Normal Maps Baking: The standard PBR material baking process. 4. Export: Export the baked models and materi...

Blender Procedural Wear Material Node Group

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  In Blender, use the Material Graph to create procedural materials, quickly providing customizable, realistic and variable material textures for large buildings.

Environment Art - The Exterior Structure

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Environment Art - Corridor

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