Texture baker - bake and extract specular, tint, AO, etc

Here is a demonstration of Texture Baker in Bake specular mode :
1824422--116866--textureBaker-Bake Specular.gif

It is ready.
1825578--116959--Texture baker.gif

Bake Specular : Bakes a specular map in the alpha channel

Extract specular : Extracts a baked specular map from the alpha channel. Useful if you have assets with baked specular (like the ones at the Unity Robot Lab project) and you want to use those maps in Unity 5.

Bake AO and Tint : You tweak in the Unlit AO Tint shader the appearance of the texture, using an ambient occlusion texture (that can be further adjusted by a AO factor) and a Tint Color. Then, you bake the results in the diffuse texture for max efficiency.

Extract channel : You have a composite texture (like in the Lux skin shader) and you want to extract a map stored in a channel. Select the channel and extract it.

Compose : You wish to create a composite texture for a clever shader like the above that stores different maps in each channel. Put the maps in the channels and get the composite texture.

Thanks for your input everyone, you really helped me a lot.
I 'll write the manual tomorrow and I 'll submit it in the asset store.
Let me know if you have more ideas.

Kind regards,
Ippokratis

1825578--116960--UnlitAOTint Shader.png

wow, this is moving fast. yes its great with pbr (lux) shader. just saves alot of time wasted flipping btn windows

I made another two shaders that will be included in the package and are aimed to help artists tweak their textures,

-Bumped Specular Map AO -
With a separate specular map slot, as well as an ambient occlusion map slot and a AO factor

1826930--117037--Bumped Specular Map AO.png

-Specular Map AO-
With a separate specular map slot, as well as an ambient occlusion map slot and a AO factor

1826930--117038--Specular Map AO.png

Their purpose is

  • to allow you to visualize your specular maps in unity before you bake them
  • to allow you tweak the Tint and the ambient occlusion before you bake them

Now if I could write that manual faster…

Looks good keep it up! ^^

The manual is online here

Let me know if it needs clarifications - has errors etc.

I submitted it - will show up soon.
Thanks every beta tester for their patience - the next update will be based on your input.

I wish to clarify that this tool will not create a specular map from a diffuse map.
It will embed or extract a specular map that is stored in the alpha channel.
So, if you use it with a diffuse texture that has no specular map in the alpha channel, you will get a white texture.
Which is expected and perfectly normal.
There are a few diffuse maps in the Robot Lab project that have a specular map baked in the alpha, so you can try them if you wish. Or you can make your own.

Kind regards,
-Ippokratis

nice

I had some great feedback from the beta testers - thanks for your input :slight_smile:

I received suggestions, some of them are planned for the next update

  • invert channel : Useful for working with normal maps that have an inverted channel
  • save at the same folder : Now, each time you save a texture the save dialog presents the Asset folder. It is better to present the folder you saved the last textures (e.g a “baked” folder or a “Textures” folder)
  • context help : Some pop-up that explains what each element does

I also have another idea

  • tweak - bake normals : control how “deep” the normals will be and bake this ( currently the only way to do it is to go to the texture import settings, guess a value, cross fingers it works ).

I plan to implement those 1-2 weeks after the 1.0 version appears on the asset store. If you have suggestions on extra functionality, let me know.
-Ippokratis

Oh, this is just getting better and better. I need it now. lol I spent two days testing models and much of that time messing around with photoshop. This is exactly what I need. I will be looking for it on the asset store.

Thank you for taking the time to make it!

Hey, thanks for the kind words :slight_smile:
I hope it gets approved soon, I work on the 1.1 version.
Normal maps strength works, now I try to implement the tooltip help.
Seriously, I need ideas - suggestions.

1 Like

Well,
Asset Store review takes time.
This is not the package that will make Unity or me rich, it can speedup some people’s workflow though.
Until it is accepted, feel free to contact me via pm for direct purchase at 10$.

Unreal 4 has a feature to reduce specular aliasing. It modifies the roughness using the normal map, something similar in Unity would be very useful .

https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Composite/index.html

This is really cool, tell us when it’s on the store !

It is not going to happen actually.
I got a reply from the asset store, telling me that the images I created for displaying the asset are not of the required level.
So, I have to pay someone to create the images for me.
It is not going to happen.
I do not have the funds to promote a 10$ asset by paying a graphic artist that fits a niche need.
I am not pleased from this interaction really, it makes me reconsider my attitude towards the forums and the asset store.
If someone wants it, contact me via pm.

It’s sad cause your tool is especially useful for people like us, programmers who have difficulties to make things look good ! Maybe you could find someone to help on presentation for free. Some artists like to help just for being credited. In the mean time, just sell it on paypal on your own site, or use something like stripe.com if you want more protection against refunds.

I’ve implemented Undo for the script and I will re-try to submit it using new artwork.
If someone feels like making cute graphics, please let me know.

You should learn a little about making good 2D presentations, it could help you selling next stuff :wink:
Try learning using gradients, shadow effects, look at exemples on the asset store showing great attractive presentation and take them as a base work.

1 Like

Surely it will be accepted, but if it isn’t … I bet somebody here can help you out without too much trouble.

Oh, too bad! I just realized how much I need this today and went searching only to find it was not accepted. So sorry. It would be so useful, a true time saver.