Low-poly baking using high-poly | PROBLEM SOLVED

  Рет қаралды 19,252

zarus.m

zarus.m

Күн бұрын

Are you getting weird cuts like problem in your low poly bake?
Then this video will help you. Let's get started with the video.
Please feel free to drop your suggestions.
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Tags:
low poly, high poly, hi poly baking, low poly baking, baking problem, problem in baking, substance painter baking, low poly baking in painter, low to high, high to low, bake ao, model problem in painter, how to bake low poly, how to bake high poly, proper way to bake low and high poly, substance painter problem solved, baking problem solved,

Пікірлер: 18
@dariuszek4dead
@dariuszek4dead 11 ай бұрын
You should also keep your UV ISLANDS straight, even if this will cost a bit of distortion. If you noticed on this video, he cut every circle and create a rectangle from it. It's not only to make more space on your UV, but it will make a better bake.
@randwilliams5552
@randwilliams5552 10 ай бұрын
For those using blender, there are a couple of commands to make this easier. If you have "space" set to search, you can -- in edge mode -- select sharp edges and determine the angle. This allows you to select your hard edges. Then mark then as UVs. Then you start removing UV edges that don't work as well. It's easier more easier to work backwards then forwards. Then, if you want to make sure you're not going to get distortion, head over to a UV window. Click the drop down box for overlays, then click "mesh distortion." Add cuts where needed. Rememvber that your unwraps will look better if you have supporting edgeloops for your booleans, as well as triangulating areas that you have holes in. Finally, get a free or paid asset to pack your UVs with a proper algo. Blender's vanilla one suck. Just get a new one.
@rkanu.a
@rkanu.a Жыл бұрын
I get problems in normal maps where some flat surfaces are soo white and dark purple...mostly in hard edges...what are the solutions for that and can you make a video on them..plus a video on multiple udims baking strategy with multiple materials on it...baking for a single model....thanks in advance 😊
@zarus.m9925
@zarus.m9925 Жыл бұрын
For multi udim baking this should help: kzbin.info/www/bejne/j2rKfGd9qaqFrK8
@pramodsahu5524
@pramodsahu5524 11 ай бұрын
creare more 3DS Max Tutorial
@SharpieArtStudios
@SharpieArtStudios 11 ай бұрын
Thanks for this
@amstudiogame
@amstudiogame Жыл бұрын
thank you a lot ♥
@aguni3d
@aguni3d Жыл бұрын
isn't it necessary to have a good uv map for the low poly ? and should the high poly also be uvunwrapped ?
@dariuszek4dead
@dariuszek4dead 11 ай бұрын
You don't have to unwrap high poly for baking. High poly is just a shape which you want to transfer to low poly as normal map. Imagine that normal map is a ghost of the high poly transferred to low poly. But sometimes you need to unwrap high poly, for example if you want to add some details in ZBrush, like pattern, or text. Then it's needed, but you are doing this only for adding the detail in ZBrush. When you export the high poly from ZBrush for baking, you don't need UV mapping anymore. Also it's worth to create real high poly in ZBrush, for example "knurling", or text, because if you have "real" detail on your model, it will create very realistic bake. If you want add "knurling" in Substance Painter with height map or normal map, it is possible, but quality of it will not be that good, as sculpted in ZBrush.
@zarus.m9925
@zarus.m9925 11 ай бұрын
for baking low poly with high, good means to cut each hard surfaces.. and you don't need to uv high poly.
@zzeekkey
@zzeekkey 11 ай бұрын
What a useless solution. Just dont use hard edges. or use it only at extreme angles. more uv islands = less usefull uv space
@Tutorials-hj4xd
@Tutorials-hj4xd 8 ай бұрын
If you want to have a realistic model, then your solution is best, but if you want a stylized model, the video's solution would be better.
@zzeekkey
@zzeekkey 8 ай бұрын
@@Tutorials-hj4xd working as stylized 3d artist for 10+ years)
@worldit693dgeneralist4
@worldit693dgeneralist4 5 ай бұрын
thx
@Reyhue
@Reyhue 27 күн бұрын
not using hard edges will result in very sloped normal maps surfaces, which then gives you terrible results in LODs, if you are gonna have those
@zzeekkey
@zzeekkey 27 күн бұрын
@@Reyhue some times maybe. but that is why it's LODs - you not looking for details at far distances :). Mostly there is no problems with normal maps. Use hard edges at extreme critical angles like more than 100+ degree.
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