The question I always have/had, is, is it necessary to bake textures for a scene. I'm making an environment (Coffee shop) and I'll render just up to 4 *images* no movement, not planning to make a game in it or anything. Is it necessary that I bake the textures ?? that might sound dumb I'm sorry lol
@@SweetLitzLM It will, but depending on the model, not by a lot, but considering how far gaming hardware evolved, it's cheaper to have some extra triangles. However, you have to be mindful of which edge you want to bevel. you don't need to bevel edges that will not be seen, for example.
Normal and bump are the same; they fake lighting in order to make a surface look different. A displacement map actually changes the geometry and are therefore often more expensive to use than normal and bump maps.
I love your channels! This sounds exciting. A tutorial I would love to see is how to quickly use Substance or Quixel Mixer without higher rez meshes and getting good ‘baked to a single diffuse texture’ results. This could be extremely useful for low end mobile / browser games or even for quick prototyping in general.
See my issue is when i tried subdivision on my high poly mesh my seams amd faces started crossing creating tattoo looking features around the seams and im not sure how to fix that 😂😢
Man I am glad flipped normals exists
Thank you! Really appreciate it
The question I always have/had, is, is it necessary to bake textures for a scene. I'm making an environment (Coffee shop) and I'll render just up to 4 *images* no movement, not planning to make a game in it or anything. Is it necessary that I bake the textures ?? that might sound dumb I'm sorry lol
thanks for the captions. all it takes is a box check and i can watch your videos.
Oh headache is gone now , thanks
I think it would be a good practice to bevel a bit of those sharp, 90° edges to prevent some baking errors or leaking.
are you revering to the high or low poly?
@@11alekon the low poly. If you have something around 90° or up, a bevel helps to have better baking results.
is it necessary? wont it increase the poly count by a lot if ou bevel all edges?
@@SweetLitzLM It will, but depending on the model, not by a lot, but considering how far gaming hardware evolved, it's cheaper to have some extra triangles.
However, you have to be mindful of which edge you want to bevel. you don't need to bevel edges that will not be seen, for example.
Could you explain us the difference between the Normal/Bump/Displacement Map? Thx
Normal and bump are the same; they fake lighting in order to make a surface look different. A displacement map actually changes the geometry and are therefore often more expensive to use than normal and bump maps.
@@fnmarket bump and displacement maps r different tho. the latter requires higher poly count.
@@fnmarket Normal and bump are the same insofar as jet and turboprop engines are the same
@@vie1418that’s what he said…
I needed this lol
Perfect timing!
I love your channels! This sounds exciting. A tutorial I would love to see is how to quickly use Substance or Quixel Mixer without higher rez meshes and getting good ‘baked to a single diffuse texture’ results. This could be extremely useful for low end mobile / browser games or even for quick prototyping in general.
Is texture baking only for game assets? I'm planning on making a couple of animations and I'm searching how I can reduce render time.
Do people bake texture for animations ?
Does it save computer memory?
See my issue is when i tried subdivision on my high poly mesh my seams amd faces started crossing creating tattoo looking features around the seams and im not sure how to fix that 😂😢
this was much needed. n ur voice is really soothing.
That's normal texture baking. Texture baking falls on all textures. Albedo, Roughness, Gloss, etc.
First view,like and comment...🥳
Nice! You win! 🏆
the camera model is not model By You It's Modeled by "Rajil Jose Macatangay"
Correct - we have gotten permission to use the model for this tutorial :)
@@fnmarket oh ok