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Blender's Cycles rendering engine allows any material to be baked to any UV map. This allows remapping, vertex painting, generative materials, and more to be rendered to a mapping that works in game. Follow the steps in one of the subsections under "Create a new material", then the steps in "Bake"
Create a new material
Remap
Remapping is creating a new UV map. This allows removing discontinuities or changing/removing warping/curling/nonlinearity that exist in the template.
The UV Map
- With the 3D object to be remapped selected, in the
propertiespanel,Datatab, press the plus icon in theUV Mapssection to create a new UV map. - Press
tabto switch to edit mode. Pressuto bring up the unwrap menu.- One simple and useful remap is to use a standard viewport (numpad numbers), ortho view (numpad 5 toggles) and
project from viewin the unwrap menu. - Another is to select an area that is discontinuous or warped on the template,
alt M(blender 2.80: selectby distance) to merge duplicate vertices, andunwrapfrom the unwrap menu - For other unwrapping methods, there are many existing tutorials that cover UV mapping in more detail
- Before following the steps in
Bake, select the first UV map from thepropertiespanel,Datatab - switch to the
UV/Image Editor(2.79) orUV Editor(2.80) from the drop-down icon in the corner of the 3D view - Press
ato select all - In the
UVsmenu, selectExport UV Layout - Set the file name, size, format, and fill opacity as desired, and press
Export UV Layout - Create a texture using the exported UV layout as a template, as you would a livery using the standard template
The Material
- If you are using blender 2.79 or earlier, make sure you are using the
Cycles Renderengine (drop down menu at the top of the window) - in the
propertiespanel,Materialtab, press the plus (2.79) or two pages (2.80) in the material selection drop-down to create a new material. - Switch to the
node editor(2.79) orShader Editor(2.80) using the drop-down icon in the corner of the 3D view. -
- If any unneeded nodes are present, select them (click for single select or press b to box select) and press delete
- Select from the menus
add > texture > image textureand click to place - Press
Shift-Dto duplicate theimage texturenode and click to place - Select from the menus
add > input > UV Mapand click to place - Select from the menus
add > shader > emission(any shader that takes a color input can be used, but emission makes baking faster) and click to place - click and drag from circle to circle as shown
- Select the new UV map in the
UV Maptext area - click
openon theimage texturethat is connected to theUV MapandEmission - click
newon theimage texturethat is not connected to other nodes; set the name, width and height; clickOK - Make sure the disconnected
image textureis selected (this makes it the target of the texture bake)
Vertex Paint
This section to be completed; sorry for the inconvenience.
Other Material
For any other materials, just add a disconnected image texture as the texture bake target
- Switch to the
node editor(2.79) orShader Editor(2.80) using the drop-down icon in the corner of the 3D view.- Select from the menus
add > texture > image textureand click to place - click
newon thisimage texture; set the name, width and height; clickOK - Make sure this
image textureis selected (this makes it the target of the texture bake)
Bake
Once you have a material with a disconnected image texture selected
- Select the
propertiespanel,Rendertab - If you are using Blender 2.80 or later, select
Cyclesfrom theRender Enginedrop-down - In the
Bakesection, set theBake TypetoEmit(unless you are using a material that uses shaders incompatible with this render type, in which case select the matching type orCombined) - Press
Bake - Switch to the
UV/Image Editor(2.79) orImage Editor(2.80) - Select the image from the selected and disconnected
image texture - In the
Imagemenu, selectSave,Save as..orSave as Image - Select a location and file name, then click
Save

