This is so comprehensive and I like how it tackles common problems and questions along the way. The beginning could maybe use a quick mention of what lightmaps are to help lead into why we're talking about UVs or face orientation. Just that we're painting light and shadow onto the model to avoid calculating that lighting while playing. The way you're manually painting shadows at 5:53 helps clarify the idea, tho
@@vavassor Thanks so much! I agree, I struggled a lot with how alien the first few minutes are, before things get very simple and step by step. i spend a lot of time answering questions in the bakery discord, and made this video based on the things people get confused about most often. I hope people can use this as a starting point to learning more about creating models in Their program of choice. Appreciate your comment 🌸
Really good stuff, thank you for covering all this technical, necessary stuff in a way that even someone who's way too tired and needing a nap can understand lol
To be blunt please no one use the blender inbuilt auto uv for anything other than a cube. It's really not setup for unity lighting. Skipping over unity's 1 click solution auto uv with a lil mention is a big missed opportunity especially for new users. Only highlight this as the amount of people I have to help with this very issue because they used blenders auto light mapper is mind boggling. Over all however good video but missing some key basics.
Thanks so much for watching Rithrin! When VRChat was on 2019 I was a fan of the built-in lightmap UV generation too. However since using 2022, the system frequently makes tiny islands with huge margins, requiring new instruction on using the 'Generate Lightmap UV' settings. I spend a lot of time helping people individually, and in the bakery discord, and it's an issue I see a lot. Lightmap UVs are the lifeblood of good bakes, I'd rather set people on a path where they can grow and start to take agency over lightmap UVs and manually thinking about their layout, than instructing them on how to wrangle an automatic process that they can't understand, see, or manipulate.
@@OkGoldVR Fair enough but in that case I would point them away from both blenders auto UV and unity's. Maybe to another tutorial. The blender lightmapped is just going ruin anything with any level of curving, pillars, pillows, balls all of it. Auto stitch seam can only do so much.
Awesome tutorial, thank you
This is so comprehensive and I like how it tackles common problems and questions along the way. The beginning could maybe use a quick mention of what lightmaps are to help lead into why we're talking about UVs or face orientation. Just that we're painting light and shadow onto the model to avoid calculating that lighting while playing. The way you're manually painting shadows at 5:53 helps clarify the idea, tho
@@vavassor Thanks so much! I agree, I struggled a lot with how alien the first few minutes are, before things get very simple and step by step. i spend a lot of time answering questions in the bakery discord, and made this video based on the things people get confused about most often.
I hope people can use this as a starting point to learning more about creating models in Their program of choice. Appreciate your comment 🌸
Your explanation is fantastic! Thanks for the great tutorial.
Really good stuff, thank you for covering all this technical, necessary stuff in a way that even someone who's way too tired and needing a nap can understand lol
This is the exact tutorial I was needing for the longest time!
Thank you so much!! incredible work!
(also you're new beach map is AMAZING
I'm excited to post an intermediate follow up to this in September. Let me know if there's anything you'd like to see covered there.
To be blunt please no one use the blender inbuilt auto uv for anything other than a cube. It's really not setup for unity lighting. Skipping over unity's 1 click solution auto uv with a lil mention is a big missed opportunity especially for new users. Only highlight this as the amount of people I have to help with this very issue because they used blenders auto light mapper is mind boggling.
Over all however good video but missing some key basics.
Thanks so much for watching Rithrin! When VRChat was on 2019 I was a fan of the built-in lightmap UV generation too. However since using 2022, the system frequently makes tiny islands with huge margins, requiring new instruction on using the 'Generate Lightmap UV' settings. I spend a lot of time helping people individually, and in the bakery discord, and it's an issue I see a lot. Lightmap UVs are the lifeblood of good bakes, I'd rather set people on a path where they can grow and start to take agency over lightmap UVs and manually thinking about their layout, than instructing them on how to wrangle an automatic process that they can't understand, see, or manipulate.
@@OkGoldVR Fair enough but in that case I would point them away from both blenders auto UV and unity's. Maybe to another tutorial. The blender lightmapped is just going ruin anything with any level of curving, pillars, pillows, balls all of it.
Auto stitch seam can only do so much.