#blender4.1 #substance_painter #gameready #baking #timelapse From High Poly to Game-Ready: The Art of Baking Textures in Substance Painter - Blender 4.1 - TimeLapse
Пікірлер: 124
@time-lapse-art4 ай бұрын
pin.it/6zjaC0bkG In the video, you see 2.6 million triangles because the multires modifier on the model has a total of 5 levels, but only level 2 is active while in object mode. The 9 million polygon count featured on the cover represents the total triangle count of the model in its .fbx format. Thanks for watching.
@niorlen4 ай бұрын
That is, to create a game ready model, you need to create a low-poly model from a high-poly model and repeat all the "complex geometry" of a high-poly model in Substance 3D Painter? If I'm wrong, could you make an explanatory video, please?
@schonkigplavuis88504 ай бұрын
I don't understand something. I use the same method to create armor. Only thing is, the polygroups, like the yellowish braided part on the flap of the arm brace, does not transfer to blender. But in your case they remain even to the point that you can assign materials to them. You use the color ID and an ' add color selection. ' But how do you setup that part? For example if i make shoulder armor, the plate is black but the rims need to be gold.
@time-lapse-art4 ай бұрын
Hello, I use the color ID channel in a way that it automatically sets up separately for each model inside the .fbx file during the baking process. You can find the setting I'm talking about under the ID tab in the bake menu. unless I have to, I make the model in separate parts as much as possible in all my work.
@onaligan4 ай бұрын
Fascinating seeing how much detail you can actually bake.
@jonbrandjes90244 ай бұрын
Wait until he learns about texture compression
@akinmaya4 ай бұрын
@Gamertaque Where is 6gb of data in one texture?I can't see anything in video?
@time-lapse-art3 ай бұрын
hi, all texture channels are total 16 mb (Normal, AO, Color, Roughness, Metallic) if I combine with extreme bake method all texture channels to single base color, size will be lower too.
@akinmaya3 ай бұрын
@@time-lapse-art Textureleri birleştirdikten sonra meshin tam ortasından boydan boya bir çizgi çıkıyor.O sorunu nasıl çözecebiliriz bilginiz var mı
@onaligan2 ай бұрын
@@time-lapse-art yeah that makes sense I don't know what they mean with 6 gb of data XD
@Ajee024 ай бұрын
I always knew how to bake my details in and the like but I had no idea how FAR it could be taken, this opened my mind.
@time-lapse-art4 ай бұрын
great, i'm so happy about it
@jafarrezaei7984 ай бұрын
this is mindblowing thanks for showing us your workflow
@time-lapse-art4 ай бұрын
you r welcome, have a good work
@enlargedquack4 ай бұрын
Thank you for this video, just now learned what ID maps actually do and how to use them, GAME CHANGER!
@time-lapse-art4 ай бұрын
yes ID maps is so amazing. thanks for watching!
@SleepyMatt-zzz4 ай бұрын
I still need to learn how to do that.
@LazyLazu4 ай бұрын
ive never used substance painter but holy shit that seems impressive
@Thunder_Wave4 ай бұрын
Amazing job! It was funny watching you struggle with the stitches trying to get the right stroke. I feel you 😂 we’ve all been there
@SleepyMatt-zzz4 ай бұрын
That's a good bake, good job!
@Niko_3D4 ай бұрын
For those who are confused about ID maps and how to get them here are few way to do so: On a highly poly mode: Poly groups in Zbrush or you can manually vertex paint pieces or asign different materials to different model parts in blender and then bake it out in Substance Painter or any other baking software..
@time-lapse-art4 ай бұрын
Yes, this method can be used as a different way to create an id map. but I use automatic creation method. thanks for your suggestion.
@sergiomendo77a4 ай бұрын
What is you method? I had to create a set up with geo nodes to do that but the material method sounds easier. @time-lapse-art
@gonderage4 ай бұрын
it was suspenseful watching you draw a line through the middle of the gauntlet and watch you skip the part of the line that passed through the middle ring. like, did you forget? was that intentional? it left me hanging
@time-lapse-art4 ай бұрын
if u mean the line on the 6:38, yes I forgot that line. I see that after publish the video. thank u for your care!
@MrSharkYT4 ай бұрын
Lovely.
@Nieverton694 ай бұрын
Cara, uma coisa q eu recomendo antes de exportar o seu highpolt e low poly no blender é usar dois modificadores que seram "aplicados" no export, que são weightnormals e triangulate, o weightnormals melhora a qualidade das normals do seu lowpoly, evitando alguns badshadins e gradientes no bake, o triangulate garante que faces não planares ou ngons passem despercebido para dentro da engine, fazendo a engine triangularizar de forma automática e zoando as normals do seu modelo, na teoria o weightnormals modifcador tem que vim em cima de tudo, com keep sharp ativado, n precisa configurar ele, ja o triangulate vem em baixo e precisa lá tbm ter o keep normals ativado, se n ele zoa as normals do weight normals
@time-lapse-art4 ай бұрын
Agradeço pelos conselhos importantes que você me deu !!
@thiagollage4 ай бұрын
nice! thanks for sharing!
@time-lapse-art4 ай бұрын
Thanks!
@felixschneider33484 ай бұрын
Did you that if you hold control while dragging the smart material you see your IDMap and it will automatically create the color selection with the color you dragged your material on
@solanki59854 ай бұрын
can you please make one proper step by step tutorial explaining process and addon you using❤
@time-lapse-art4 ай бұрын
I will be making a video on the baking processes as you suggested at the first opportunity. Thanks for watching and for the suggestion!
@yasinaskar5 ай бұрын
informative thanks
@wasoha3 ай бұрын
Was each part with a unique ID map also a unique object? I am wondering how you segregated all the parts in your process. Easy enough to generate unique ID maps if each mesh is separate, but a lot of models do not have every part separated. I am wondering how you achieved your ID maps with this one. Was it just separate meshes?
@time-lapse-art3 ай бұрын
I create an id map with separate meshes in the .fbx file. The small number of parts for this model is an advantage. But as you mentioned, we may experience problems with a very high number of parts. In the last 2 videos I uploaded to the channel, you can examine the baking process and texture painting process of models consisting of more parts.
@kambingbesi10114 ай бұрын
Amazing work, quick question does the id map came from baking the high poly?
@time-lapse-art4 ай бұрын
Yes, if you set the "Color Space" option in the "ID" section to "Mesh ID" before starting the bake process in the Substance Painter program, it will create a Color ID for each separate model in your high-polygon .fbx file.
@lordfrazao10264 ай бұрын
Incredible! Is your entire workflow done with just Blender and Substance Painter?
@time-lapse-art4 ай бұрын
I used Maya and ZBrush between the years 2012 and 2017. Due to issues with Maya's retopology tools, I had started to learn just the topology tools of Blender. For the past 6 years, I have been using only Blender and Substance Painter. However, despite the years passing, Maya and ZBrush are still installed on my computer.
@skeletonking41194 ай бұрын
Me seem low poly with painting :you bloody lier!! Me see the video Goodness!!!!!!! You are smart!!
@EmvyBeats4 ай бұрын
This is kinda close to magic..
@time-lapse-art4 ай бұрын
Art is a magic ...
@EmvyBeats4 ай бұрын
@@time-lapse-art not true, my art can prove it..
@kadirgozelce84154 ай бұрын
dont think like that something need just time @@EmvyBeats
@SpartaGAME-qm8yp4 ай бұрын
Nice
@atkdgn4 ай бұрын
Hocam emeğine sağlık :)
@time-lapse-art4 ай бұрын
teşekkür ederim
@atkdgn4 ай бұрын
@@time-lapse-art şu dikişli yerleri ve kemerli kısmı nasıl yaptığınıza dair bir teknik var mıdır, mesela curve kullanmak gibi
@time-lapse-art4 ай бұрын
bilekliği saran dikiş kısmından bahsediyorsanız eğer. o kısım sizinde dediğiniz gibi curve objesi ve modifieri ile yaptım. aslında o kısmı sadece bake işlemlerinin esnekliğini göstermek için koymuştum eğer mevzumuz bake olmasaydı o kısımdaki dikişleri substane painter programında yapardım.
@Spacedewelope4 ай бұрын
im kinda interested if this works: take the high poly and use voxel remesh so the mesh will be connected into one pice than run quad remesher addon and bum you have low poly in few minutes
@time-lapse-art4 ай бұрын
Yes, the method you said works. At the same time, after combining the whole model with the remesh modifier, we can make it low poly by adding the decimate modifier on the model. It works without any problems with both methods.
@Spacedewelope4 ай бұрын
@@time-lapse-art awesome
@Victimxofxprogress4 ай бұрын
Really interesting video. but it kind of goes too fast. I'd be really interested to know how you managed to get different material ID's for the individual parts in substance
@time-lapse-art4 ай бұрын
Actually, since none of the videos I had previously shot had ever reached even 1000 views, I created this video without any planning. As a result, it might have come across as a bit rushed.
@time-lapse-art4 ай бұрын
I missed your question, my apologies. To create a color ID map, you can automatically generate the ID map by changing the color ID parameter found in the ID section of the Substance Painter's bake menu to mesh ID.
@Olimpoo4 ай бұрын
incredible, how you dont get any artifacts?
@therealKrak4 ай бұрын
Exactly my thought. I have only used Blender for baking yet so I believe it must be some Substance Painter magic.
@Olimpoo4 ай бұрын
@@therealKrak i need some of that magic, i struggle a lot not to get any artifact. And my high and low dont differ that much
@coma_flotante4 ай бұрын
@@Olimpoo sometimes can be caused with uvs that are too streched or very long tris. Also adjusting the ray distance is key
@time-lapse-art4 ай бұрын
Hello, there are two important points to consider during the baking process: 1. When creating the low poly model, place the vertices at the highest points of the high poly model and construct the low poly model in a cage form that encompasses the high poly model. 2. Be mindful of the UV stretching on the UV map of the low poly model. It's important to ensure that faces are not tightly packed and are converted to 2D space properly, to avoid the UV stretching problem which can distort the textures.
@ashishhembrom39054 ай бұрын
So do we ever need the high poly in games? Or is it all 4k texturing doing the tricks?
@time-lapse-art4 ай бұрын
Good textured meshes are better than high poly meshes for optimized games.
@ashishhembrom39054 ай бұрын
@@time-lapse-art thanks. Great work!!!
@kabargin4 ай бұрын
AAAA studios: We Don't Do That Here
@glorytoukraine55244 ай бұрын
@ddontyy We're saying AAA companies don't bother at all with anything.
@bobsteven23634 ай бұрын
@ddontyy They do create low polys. Its an actual requirement to the workflow. For animated assets, its what enables better deformations and better uv maps. Also sometimes, you need to use a company's low poly base mesh so that all models adopt the same textures. For static objects, it too provides better uv maps. Keep in mind that most companies actually hire a lot of freelancers to model everything. The issue comes when no programmer wants to optimize because they are assigned way more than what they can finish in time.
@GeorgeKarala4 ай бұрын
Most of them didnt got the joke
@Almog3d4 ай бұрын
in blender AND in any other 3d software.
@jostasizzi8184 ай бұрын
Good lord thanks mam
@furkant67774 ай бұрын
merhaba low poly model tek bir objeden oluşuyor high poly ise parçaların hepsi ayrı ayrı değil mi ctrl j ile birleştirilmemiş sanırım birleştirilmeden bake alıyorum sonuç çok kötü oluyor high poly objedeki her şeyi ctrl j yaptığımda düzgün bake alıyor nedenini biliyor musun
@time-lapse-art4 ай бұрын
Selamlar, bake işleminde high veya low farketmez modellerin joinlenmiş olması bake esnasından fark oluşurmaz. sadece bake işlemini yaparker "by name" veya "always" tericihiniz joinlenen modellerde farklılık oluşturur. eğer bake ayarlarınızı by name olarak kullanıyorsanız bu durumda kaç parça low poly modeliniz varsa o kadar sayıda ve aynı isimde de high poly modelinizin olması gerekir. "always" tercihini kullanırsanız low ve high modeller arasında eşletirme yapmanı gerekmez. sahnenizi görmediğim için sadece tahmin yürüttüm. iyi çalışmlar
@FrankPriceLife2 ай бұрын
Sir I have a question. What I want to test is exactly what you did. But I want to bake a square on my model. But SUBSTANCE doesn't know how to bake at all, so I'm curious whether it was because of your ID that SUBSTANCE recognized HIGH POLY. Or is there another reason?
@zia96074 ай бұрын
3:24 how to make every object have color itself?
@time-lapse-art4 ай бұрын
if you set the "Color Space" option in the "ID" section to Mesh ID in the Substance Painter, it will create a Color ID for each separate model in your high-polygon .fbx file.
@MoiCestVinci4 ай бұрын
I subscribed and it was very good and helpful to me. I just have one question in mind. I wonder if 300 tris is really enough when making a mesh that needs to move a lot and be very adaptable to changes for animations. I know it's really enough for objects with little movement, but for example, if there is a swinging animation or when we think of taking what you did in the game and bending it in the middle, a very convincing animation will not come out. I wonder if you know of any resources in your mind or on the internet that can help me with this.
@time-lapse-art4 ай бұрын
If the model you're working on needs to be flexible for animation, particularly taking the rigging process into account, adding circular edge loops around the areas where each bone will be attached, with between 1 to 3 loops, can keep your model at a low polygon count and also enable you to achieve satisfactory levels during the animation phase.
@MoiCestVinci4 ай бұрын
@@time-lapse-art yea thats clever ,if I understand, it should be similar to the loops added to the knee caps works ı see in the workflows...🤔Thank you so much
@time-lapse-art4 ай бұрын
you r welcome, have a good work
@jacineyatrakos31494 ай бұрын
Did you get the ID properties for Substance from the sculpt you made?
@time-lapse-art4 ай бұрын
To create a color ID map, you can automatically generate the ID map by changing the color ID parameter found in the ID section of the Substance Painter's bake menu to mesh ID.
@tolgayldz18984 ай бұрын
Eline sağlık
@time-lapse-art4 ай бұрын
Teşekkürler.
@time-lapse-art4 ай бұрын
Teşekkürler.
@shmeronman44944 ай бұрын
Shouldn't you have inverted te normal map for blender?
@time-lapse-art4 ай бұрын
If you select OpenGL as the normal map type when creating a new project in Substance Painter, you won't need to invert the normal map for Blender.
@shmeronman44944 ай бұрын
@@time-lapse-art aha, you sir are a wizard and have inspired me to learn id maps. Looks op.
@SERASORCERER4 ай бұрын
what hdri/lighting do you use for substance painter?
@time-lapse-art4 ай бұрын
I'm using the standard hdri "panorama" light from Substance Painter.
@vergy4 ай бұрын
8/10. 10/10 if you showed us how you made the ID map.
@time-lapse-art4 ай бұрын
:) :). To create a color ID map, you can automatically generate the ID map by changing the color ID parameter found in the ID section of the Substance Painter's bake menu to "mesh ID." thanks for watching!
@vergy4 ай бұрын
@@time-lapse-art thank you!
@DadicekCz4 ай бұрын
Woow
@kagan85794 ай бұрын
Kral 3:25 teki yerlere nasıl idmap atadın orayı anlamadım highpolyden aktarılabiliyor mu
@time-lapse-art4 ай бұрын
selamlar, substance painter'ın bake penceresinde, id kısmındaki color id seçeneğini mesh id olarak ayarlarsanı otomatik olarak .fbx dosyasınızdaki her ayrı mesh için bir renk ataması yapar.
@user-ug2lr6yo3u4 ай бұрын
this job is very very hard
@time-lapse-art4 ай бұрын
thanks for watching
@marcorubioartista3d3654 ай бұрын
how did you make the id ?, great video tho !
@time-lapse-art4 ай бұрын
thanks for watching! if you set the "Color Space" option in the "ID" section to Mesh ID in the Substance Painter, it will create a Color ID for each separate model in your high-polygon .fbx file.
@janklodvandamisback4 ай бұрын
Are you sculpting it in blender?
@time-lapse-art4 ай бұрын
yes blender 4.1
@akiraqil99024 ай бұрын
How did you get the ID mask map?
@time-lapse-art4 ай бұрын
if you set the "Color Space" option in the "ID" section to Mesh ID in the Substance Painter, it will create a Color ID for each separate model in your high-polygon .fbx file.
@davidffortesmeireles53284 ай бұрын
muito bacana how do you make id map?
@time-lapse-art4 ай бұрын
In the Substance Painter program's bake screen, within the ID section, I set the "Color Source" to "Mesh ID". This procedure creates distinct ID colors for models that are separate from each other.
@davidffortesmeireles53284 ай бұрын
sounds great I thank you@@time-lapse-art
@fatihkoc82374 ай бұрын
Hocam bunun serisi gelir mi ?
@time-lapse-art4 ай бұрын
Selamlar muhtemelen hayır :/
@fatihkoc82374 ай бұрын
@@time-lapse-art Ah be bu olmadı :) Ust kısımdaki dikiş alanlarını vs nasıl yaptınız merak etmiştim.
@bobsteven23634 ай бұрын
You did a good job. Although I would never go that low poly XD, For sure at least 1k polys-2k polys.
@time-lapse-art4 ай бұрын
:) thanks
@coddy212thcommanderorang84 ай бұрын
hold on a second YOU CAN PAINT THE NORMAL MAP !
@WhyGamesBrazil4 ай бұрын
It is amazing to know that with the Nanite on Unreal Engine, you dont need to do this process anymore.
@time-lapse-art4 ай бұрын
Hello, considering the capabilities of current technology, Nanite technology indeed offers excellent opportunities for games developed to run on powerful hardware like PC or console GPUs. However, when it comes to mobile GPUs, even with today's technology, the importance of bake processes, especially for detailed and complex scenes, remains. Therefore, we still need to rely on bake processes for development on mobile platforms for the time being. Thank you for watching and for your comment.
@WhyGamesBrazil4 ай бұрын
@@time-lapse-art Yeah, for mobile and other utilities, this is still relevant, and is amazing to see how great the tecnology is evolving, I remember when was a time that there was even more optimization processes were needed.
@null6434 ай бұрын
lol it's not some magical tech, it is still expected to stay within budget of current hardware, but it's more forgiving. High poly to low poly workflow is still being used by devs using ue5.
@NEOguz4 ай бұрын
YEREL DİSK AUUUUUUUUUUUUUUUUUUUUU
@rhevvv7724 ай бұрын
Ok let him cook 💀🔥
@bifrostyetiАй бұрын
So the only way to create high textured models is with substance painter? Aw man....😔
@time-lapse-artАй бұрын
Of course not, but Substance Painter has very practical features for baking processes and texture creation.
@bifrostyetiАй бұрын
@@time-lapse-art do you have any tutorials using different programs or a different method to get the same result you got in the video?! 👀
@1armgod4 ай бұрын
There's a lot of wasted UV space on this, the resolution could have been much greater. Also, why create such a high-detail mesh if you're going to reduce it down to the point where you could have just drawn those details on in a couple of minutes in substance painter? Just seems like a waste to lose all that detail on such a low-poly mesh, double the tri count and it would still be extremely game-ready and look significantly more appealing. big number -> small number = good for KZbin algorithm maybe?
@time-lapse-art4 ай бұрын
Hello, I am a lecturer at a university and this model in the video is actually a bracelet of a character I created in class. As we reached the topic of retopology and baking process in class, I recorded this baking process during discussions with my students on how low we can go in terms of polygons. I posted the video on this channel without any prior planning and two days later, to my surprise, the video fell into the algorithm. I opened this channel three years ago and until now, none of my videos had reached 1000 views. Honestly, I am still amazed. As you said, very low polygon = high probability of falling into the KZbin algorithm. I noticed this situation in this video. To be honest, if I had known it was this simple, I would have prepared such a video two years ago. Unless it's an extreme case, I do not create topology with such low polygons. thanks for watching!