![]() |
Attention | Topic was automatically imported from the old Question2Answer platform. |
![]() |
Asked By | Uradamus |
I’m in the process of making a base character model for a game project I am working on and I’m currently generating the textures in Blender using a series of black and white masks to blend colors together in a layered sequence. This way I can adjust the colors while reusing the detail masks to get a bunch of unique looking characters with a lot less work than it would be to paint each from scratch.
I plan to bake out the the big mess of nodes to a single texture at the end for each character I make from this base. But that got me wondering, could I do all this in Godot and turn it into a character customization editor in game?
Basically setting up a material with all those masks and hooking up some color values and other stuff to a GUI. Then allow the players to customize the colors used, maybe swap out alternate masks, and then when they are happy with the results, have Godot bake all the nodes used for the albedo down to a texture which can then be used outside of the character editor in the proper game world, to avoid the overhead of the dozens of masks used in the customization process multiplied by each additional character added to the game.
I’m sure i can set up the material and hook things up to a GUI, but what I don’t know is if there is a way to bake the albedo to a texture file and that is the crux of all of this. If that isn’t possible then I just got to shelf this idea for now and continue to do things in Blender and not have in-game customization.