03- Principles of Baking a 3D Asset

  Рет қаралды 2,967

claudius dsouza

claudius dsouza

Күн бұрын

Пікірлер: 15
@IterationFunk
@IterationFunk 10 ай бұрын
Such a gem of a miniseries. Great explanations!
@sassuskrassus3166
@sassuskrassus3166 2 жыл бұрын
wow it took me decades to understand that topic your video was so helpfull even students will understand this
@abhinavmishra2044
@abhinavmishra2044 Жыл бұрын
Thanks so much for these information. Very informative video.
@kadirsugar7894
@kadirsugar7894 2 жыл бұрын
Underrated
@boudewyn
@boudewyn 3 жыл бұрын
I've been reading/watching up on normal baking for weeks now and this is the best explanation yet! Hats of to you! Hope your making more stuff in the future 🙂
@claudiusdsouza
@claudiusdsouza 3 жыл бұрын
thank you :)
@boudewyn
@boudewyn 3 жыл бұрын
@@claudiusdsouza Thank you! Was also watching the solution video and I was wondering if you might have found a better solution? Masking works, but if you have a more complex model it's not realistic nor practical to double bake and manually mask things out... Im Experimenting with weighted normals, sharp edges, bevels etc. in blender and baking in substance but I've still not found a great solution. Maybe you have some (new) ideas on using these techniques.
@claudiusdsouza
@claudiusdsouza 3 жыл бұрын
@@boudewyn yea i covered a complex model in this series in the 8th and 9th video :) do take a look and let me know what you think
@DelphiniumRai
@DelphiniumRai 3 жыл бұрын
Thank you for the wonderful explanation!
@claudiusdsouza
@claudiusdsouza 3 жыл бұрын
Welcome :)
@lockenessmotorsports818
@lockenessmotorsports818 4 жыл бұрын
Fantastic video
@JimmeeAnimAll
@JimmeeAnimAll 3 жыл бұрын
Yes thank You for the videos, I hope with next ones I will better grasp the subject. Although I have to ask. If I prepare my LowPoly mesh normals - by that I mean my smoothing groups on my divided UV islands- then I want to switch off Averaged Normals in SubstancePainter ?? Does it mean if I leave it default on, it will ignore my setup and just "one smooth group for all normals" Is that it ? OR is it gonna interpolate between my "hard edge smothing" so it will look good in substance but if I apply this normal map to my mesh, smoothing will be messed up ?:)
@claudiusdsouza
@claudiusdsouza 3 жыл бұрын
Yes when average normals in Substance Painter is ticked on, it will assume you want to bake with averaged/soften edge normals. What's important to note is the default normals of the mesh when created is overwritten by that button (avrg nrms) only for bake. So when it's off it uses the "original" normals of the mesh (which is taken during the creation process, eg in Maya or blender) Hope this helps :)
@JimmeeAnimAll
@JimmeeAnimAll 3 жыл бұрын
@@claudiusdsouza Kind of
@claudiusdsouza
@claudiusdsouza 3 жыл бұрын
@@JimmeeAnimAll yes your question does make sense, typically the mesh you take to substance and baked on is the EXACT same mesh you take to a game engine...(why u might ask)...the answer is simple, because the Normals that are baked on the mesh are very important and they are purely dependent on the mesh normals since it was created. So in Summary Low Res Mesh >>> Goes to >>> Game Engine Hi Res Mesh >>> Goes to >>> Baker (sometimes ppl make other meshes for other purposes like better bakes but thats all too much for now)
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