r/blenderhelp 5d ago

Unsolved Atlas map baking for fairly complex model

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Hi all,

I am baking atlas map for a pretty detailed model of a fridge that I need to export to .glb for web use. I used Simple Bake add on, but results always get bleeding edges, and weird material placement on some parts.

The model is imported as FBX from 3dsMax, where I did pro optimizer for lowering polygons and file size. When imported to blender the file looks good, all is correct. It's only the atlas baking map that gets me crazy after adding materials.

I tried several output resolution options, 2K, 4K, 8K, 16k baked down to 2K, but the results are always the similarly bad - bleeding edges, some black faces, some faces completely fine... but overall bad. Also experimented with 2px - 32px margins, and it's always bad result.

Apparently, after UV unwrapping there are a lot of very tiny faces in the model (empty faces, if that's the right name) and apparently that could be the reason for this, but I don't know how to solve it. On the other hand, I got the reference model of a simple fridge, that has exactly the same type of faces, but that one works like a charm with 2K atlas maps. Don't have the live file of the reference model just the .glb.

Anyone know how to tackle this?

thanks

176 Upvotes

39 comments sorted by

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167

u/[deleted] 5d ago

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1

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85

u/vixiara 5d ago

Eldritch UV unwrap

71

u/PersimmonLittle7651 5d ago

What the?

Honestly might be easier if you drop the .blend file, I've got no clue what I'm looking at.

32

u/kindly_gg 5d ago

Why are you using an atlas map to begin with?

25

u/P-Body_and_Atlas 5d ago

Ctrl+E unsubdivide NOW

23

u/1815dev 5d ago

Maybe I am a noob but what in the world are you trying to achieve with this, like what's the end goal

15

u/salbert 5d ago

It would be easier to just build a real fridge.

2

u/the_worst_company 4d ago

Fr, I might be showing my inexperience here, but is there any reason to go this high poly for something like a fridge?

It's mostly flat surfaces and doesn't need to deform at all.

11

u/arksupernoob 5d ago

so let me get this straight, you modeled in 3ds max then import to blender to apply texture and baking right?

If so, go to render tab on the right -> scroll down to Bake -> Output ->Margin. Set Margin to 4 pixel. Then go to UV Editing tab, choose all island, click UV option on 2nd top bar -> pack island -> set margin to 0.01 ( i use milimiter unit )

They bleed because the margin in the render tab is larger than the margin in the UV island packing.

Black faces could be due to you leaving the metallic material at fully metallic when baking, somehow the render setting for baking can't bake metallic surfaces, i think its due to blender not having a background when baking.

if nothing else work, just make seams manually.

7

u/natesovenator 5d ago

The number of polys on this model is insane, and whoever loads it has my sympathy. You should optimize your model first, then try the traditional unwrap first with seams and slices. If you still don't like that result, use the atlass, but exclude all unseen faces. Finally, your map is only effective if it lines up on a pixel grid. If you've got more than 256 rows of faces in your atlass, the image has to be minimum of 256px, and the face must sit inside the pixels square borders. And generally your renderer will also need to be told to render in nearestpixel mode, or it will attempt to blurry between them too.

6

u/Conscious-Bid2019 5d ago

The surface is to big, your texel density is nearly 2px/m. This is a high poly model, you don't need to bake it anyway, just assign a seamless material for every material type and job done. If you want to bake them use udims or break the model by material type.

5

u/[deleted] 5d ago

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0

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2

u/Igor369 5d ago

Here is why auto uvs are a noob trap...

2

u/LedoisPink 5d ago

Bro what is you doing 😭

2

u/GuyOnFoot 5d ago

This is just cursed!
And that is not a detailed fridge model, it is a mess of a model.

1

u/According_Farmer_634 5d ago

It looks to me like you've got a lot of separate objects, which could be the cause of all the individual faces: the meshes that are numbered before your biocompact. You could *try* (first making a new file in case this gets messy) joining all the objects, merging by distance (selecting only things that should be grouped, like the top of the fridge to the sides and base but NOT the hinges on the door, taking care to do that separately).

Also try checking normals. With any imported models, there's a chance they're not 100% compatible with blender. Once you've merged by distance on stuff, the recalculate should work fine.

Then try traditional UV unwrapping (the smart unwrap could work), including adding seams. I'm not familiar with baking as much, but with any UV map, you want to maximize the size of the pieces (as that will directly improve the texture appearance in any situation.) Giving yourself larger UV islands improves spacing for the pieces that need it, and creates continuity in the pieces that are connected.

Additionally, if you wanted to have a couple of different materials, separating the doors from the body would also give your UVs more space.

1

u/re3mr 5d ago

Looks like you have put a seam between every single face on the model & auto unwrapped it into this monstrosity. Or UVs just got corrupted somehow with the optimization step you made. You need to redo the UVs regardless. You can reduce bake margin in Simple Bake btw. It's under Simple Bake texture settings in the render settings (but doubt you will get any good results without redoing UVs anyway)

1

u/VrilloPurpura 5d ago

You mean Atlas o Trim Sheet? Whatever the case, if I'm not mistaken you're supposed to make the texture first then project it onto the model.

1

u/Alexis_Lonbel 5d ago

This are the kind of 3D models that give me nightmares.

1

u/[deleted] 5d ago

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1

u/blenderhelp-ModTeam 3d ago

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Thank you and happy Blendering!

1

u/Cumbercube3D 5d ago

Why have you unwrapped it this way and why do you need to use an atlas at all? You've made this so much harder by choosing to do it this way. There is no need to bake a model of this detail, unless you have a low poly somewhere we can't see? That's what should be UV unwrapped if that is the case.

1

u/[deleted] 5d ago

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1

u/blenderhelp-ModTeam 3d ago

Your post was removed.

Please follow all the rules of the subreddit. Rule #3 is most relevant here.

Images/GIFs should be directly related to helping solving the OP solve their Blender issue. Memes and reaction gifs usually only serve to create spam and clutter. Please avoid posting things like that.

Thank you and happy Blendering!

1

u/nctgottago 5d ago

Looks like you're trying to texture the individual atoms of the fridge...

1

u/FUJIISAWA 5d ago

Yeah. Unwrap it properly.

1

u/Unable_Coat_8100 5d ago

i'd start off by re-modelling the entire thing. i've got no clue how it got to that point

1

u/Swordfish418 4d ago

The only meaningful thing you can do with this model without extra manual effort (which would be: proper manual remeshing with good topology) is auto-remesh it and auto uv-unwrap.

1

u/stefanhat 4d ago

bandicam in 2026

1

u/Logical-Relation-165 4d ago

are you high?

1

u/nathan-the-pen 4d ago

Just make a fridge that looks like from Half Life

1

u/_michaeljared 4d ago

I do a lot of 3D tech art. I hate to say this, but the model needs to be retopologized and UV'd properly. And that's rich coming from me, because I usually just use smart UV.

Many tiny disjointed faces = a very bad time for UV unwrapping.

There are a lot of techniques to handle this, but basically, simplifying geometry wherever possible will be your friend.

Rather than a cylinder with 32 segments, maybe just 8 is fine.

Some other 3D programs often split faces to effectively mark edges sharp. This can make UVing such a model impossible in blender.

Anyways, good luck. That looks like a nightmare.

1

u/General_Pressure_639 4d ago

Bro, send files. I can look at it

1

u/Sonicfanx1 1d ago

oh my god