Dude thank you haven’t found a good bake setting video. I really appreciate it😊
@charbat034 ай бұрын
OMGOSH!! I was going crazy with the antialiasing bakes, and I didn't know I could just do the normals :')))!! This was so helpful!! Thank you so much TT
@ryzhov_art2 ай бұрын
IgnoreBF trick is insanely useful! thank you
@loopbreak2 жыл бұрын
Good stuff. Thanks for taking time to share something useful. Cheers.
@adarshwhynot2 жыл бұрын
Awesome tutorial, very helpful.
@yanbr1f1x4 ай бұрын
This comment is kind of late, but I am interested in which method have you done the retopology for your high poly mesh? Have you done it manually or using some 3Ds Max or Zbrush tools like decimation?
@JordanMossy4 ай бұрын
@@yanbr1f1x typical retopo is from the mid poly that was done to create the high poly. When I start modeling I do a block out, then clone it and refine it to make the midpoly, which adds all the volumetric shapes of the asset, this is also used later for the low poly. If I'm doing sub d modeling I clone again and then work on adding all the edge loops for the highpoly. If Im doing the zbrush method it's a bit different, I usually make sure my midpoly has a lot of segment divisions on any booleans and ensure it's nice and smooth then dynamesh and clay polish the edges to get the end resulting highpoly. I then go back, duplicate the midpoly and remove segments and that becomes the lowpoly
@teamtomii Жыл бұрын
Useful, informative video! 👍
@marcos_c_m9 ай бұрын
Thanks
@derptweaker945 Жыл бұрын
Just what i needed thanks 🙏
@IGarrettI11 ай бұрын
question. Can't floaters be stampted with a brush directly in painter, instead of baking them in?
@JordanMossy11 ай бұрын
Absolutely, it's often the technique used in production as things can change frequently. You just use the height channel and blur a mask
@IGarrettI11 ай бұрын
@@JordanMossy ah cool. just trying to understand if there's a difference
@JordanMossy11 ай бұрын
@@IGarrettI the general difference is the lack of realistic ambient occlusion and curvature for wear that you get when using painters height painting. When you bake it down, all of that information is physically based upon the high resolution model.
@IGarrettI11 ай бұрын
@@JordanMossy unless you use anchor points
@JordanMossy11 ай бұрын
@@IGarrettI Anchor points don't really achieve the same quality, but yes they can be used in that kind of setup. Baked almost always looks better in terms of quality
@danieluorji2 жыл бұрын
Thank you so much for this. We'll explained
@arminradan28192 жыл бұрын
Thanks that's so useful
@wilbertvanvulpen95535 ай бұрын
i made a low poly, high poly and cage in blender and it looked fine. I imported it to substance and its red and messed up. very sad
@JordanMossy5 ай бұрын
@@wilbertvanvulpen9553 if it's red in the bake view it means the cage is intersecting with the mesh, you need to increase the cage distance
@wilbertvanvulpen95535 ай бұрын
@@JordanMossy the cage is fine. The high poly makes it messed up. Its a lot of trail and error and there are a few things i need to take care of. Which im gonna try today. Like mark all sharp edges and having straight uv islands
@АндрейПеров-ф6ц2 жыл бұрын
why simlpy not to use marmoset to get rid all of that baking crap with cage?
@JordanMossy2 жыл бұрын
Definitely an option, this is a tutorial for painter though. They offer the ability to use cages but without the in app UI, future painter update will hopefully have something similar to marmoset
@АндрейПеров-ф6ц2 жыл бұрын
@@JordanMossy will you post the vid about texturing the knife? definetly want to look at how you r making metal textures that on the pic to this video. looks good
@JordanMossy2 жыл бұрын
@@АндрейПеров-ф6ц As the project is already complete probably not, but I do plan on making a tutorial series in the future covering creation, baking, texturing and presentation of a more complex asset
@Trench_762 Жыл бұрын
I noticed your knife had 13 million polys, how did you go about modeling it?
@JordanMossy Жыл бұрын
Modelled it in fusion 360, converted to dynamesh in zbrush and polished the edges to get the rounded look. It's a faster method than messing with subdivision but arguable on small things like this if it's necessary.
@Trench_762 Жыл бұрын
I see, I've seen other pros do this by having a look at topo and assumed it was some sort of port from a CAD software. That's awesome honestly. I really want to learn plasticity for this sort of hard surface. I had a hunch it would be easier to model those types of thing in CAD but wasn't sure. Also I had a look at your site, your work is a spectacle. Thanks for the reply!@@JordanMossy
@Trench_762 Жыл бұрын
I see, I've seen other pros do this by having a look at topo and assumed it was some sort of port from a CAD software. That's awesome honestly. I really want to learn plasticity for this sort of hard surface. I had a hunch it would be easier to model those types of thing in CAD but wasn't sure. Also I had a look at your site, your work is a spectacle. Thanks for the reply!@@JordanMossy
@JordanMossy Жыл бұрын
@@Trench_762 Plasticity is a good shout for this kind of stuff and honestly does take a lot away from the gruelling task of working on a mesh twice for highpoly then lowpoly, but you still need the fundamentals of modeling to produce the low poly mesh from the mesh exported. Id say if you know how to make highpoly the traditional way its a very good way of making hard surface meshes, although there's definitely aspects that just need to be modeled in subd, like organic hard surface shapes.
@Trench_762 Жыл бұрын
I just feel like playing with design when modeling in quad workflow is very hard for me. This may speak more to my lack of efficiency. But I feel like concepting in 2D is probably where that issue is resolved. But I also got the feeling that plasticity would make discovery and play a bit easier.@@JordanMossy
@TMZStreetWorkout8 ай бұрын
I came to get an answer to one question, but I got to all