I'm having some problems with float geo...in substance it bakes the AO maps for the float but is not being able to bring normal information. Any idea why this happens?
You may need to adjust your max ray distance in the normal bake setting of substance, or check your float geo in Blender to make sure that it is just above the surface of your high poly mesh. Also float geo needs to be joined the corresponding high poly part. Other wise Substance recognizes it as a seperate mesh with no correspond low poly component to bake on to and ignores it.
@@Tosmo I was confused whether to join the floats to objects. Thanks But if i joined them they would also inherit the modifiers on those objects. Is there any way to bypass that?
Hi tosmo! Can we bake colors from high poly mesh? I mean what if I wanted to change the color of small nuts, because you have removed them from lowpoly mesh. When I bake the textures the nuts are only on normal map, so I can't change the color. I am using blender and substance painter. I searched and tried different ways, but nothing happened:(
Yes you can, from the options of which texture map to bake you can select diffuse to bake which ever color the high poly is material is emitting. The other option is to bake a ID map, giving parts of your model distinct color codes that can be color picked and set to a different material type in your texture editor. In some cases the workflow is a little different, but check out thorough bake demo that Quixel did on their channel for more details,
I am selecting linked pieces of geometry by tapping "L", float geometry are parts of your model that provide detail and are not actually connect to the overall mesh but rather "floating" just above the surface.
Hmm, that's funny, I use the subdivision and bevel in exactly the opposite order :D Subdividing first and then beveling (with hardened normals). I tried to do it your way, but got a lot of artifacts, especially inward facing corners.
This depends on the game project of course, but you will typically create additional LODs as well. Many of the LOD0 models in Modern Warfare 2019 are between 20k-50k vertices
Modern software can handle up to 50,000 - A game like Arma Reforger for instance has weapons with 50-70 thousand tris. (Their previous game on the other hand would burn at 5-10k)
All of your recent videos have helped me so much! They are so awesome and simple to understand.
Hey, thanks a lot, I'm glad they help.
Also at 8:35 you can Ctrl Alt Click to select ring, then checker deselect, and finally select loops, it's faster if you have lots of loops
Damn it, I've been looking for this since 2.79 😂 thanks
This is the perfect video i needed, Thanks
Hey, glad it was helpful 😀👍
looking forward to the next part, great explanations!
Good to hear, I got a few more parts in this series of these workflow videos coming up.
At 5:30 you can simply replace high.001 with low instead of removing the digits and punctuation afterwards
Epic
I'm having some problems with float geo...in substance it bakes the AO maps for the float but is not being able to bring normal information. Any idea why this happens?
You may need to adjust your max ray distance in the normal bake setting of substance, or check your float geo in Blender to make sure that it is just above the surface of your high poly mesh. Also float geo needs to be joined the corresponding high poly part. Other wise Substance recognizes it as a seperate mesh with no correspond low poly component to bake on to and ignores it.
@@Tosmo I was confused whether to join the floats to objects. Thanks
But if i joined them they would also inherit the modifiers on those objects. Is there any way to bypass that?
thanks
awesome
Hi tosmo! Can we bake colors from high poly mesh? I mean what if I wanted to change the color of small nuts, because you have removed them from lowpoly mesh. When I bake the textures the nuts are only on normal map, so I can't change the color. I am using blender and substance painter. I searched and tried different ways, but nothing happened:(
Yes you can, from the options of which texture map to bake you can select diffuse to bake which ever color the high poly is material is emitting. The other option is to bake a ID map, giving parts of your model distinct color codes that can be color picked and set to a different material type in your texture editor. In some cases the workflow is a little different, but check out thorough bake demo that Quixel did on their channel for more details,
@@Tosmo Thanks mate.. you are great. ID map bake did the job:)
How do I run the function in 9:07?
I am selecting linked pieces of geometry by tapping "L", float geometry are parts of your model that provide detail and are not actually connect to the overall mesh but rather "floating" just above the surface.
Is this 2.9? the remesh modifier doesn't work the same way on 2.8.2
Yeah this is 2.91 so it may be a little different.
Hmm, that's funny, I use the subdivision and bevel in exactly the opposite order :D Subdividing first and then beveling (with hardened normals). I tried to do it your way, but got a lot of artifacts, especially inward facing corners.
Can I pls know the name of the rifle?
Brownells BRN-10 an early 308 precursor to the m16/m4 Armalite rifles
@@Tosmo Thanks, btw is it the same as AR10
Nice!
Hi Bean 🙃
how do you active edge,face & vertex count of on screen?
There is a drop-down next to the viewport overlays. In there is a check box for text info and statistics, go ahead and turn both of those on.
@@Tosmo thanks ❤️ nice tutorial explained very well.
great video, 20000 is still very high tho
This depends on the game project of course, but you will typically create additional LODs as well. Many of the LOD0 models in Modern Warfare 2019 are between 20k-50k vertices
@@Tosmo that makes sense. Thanks a lot :)
Modern software can handle up to 50,000 - A game like Arma Reforger for instance has weapons with 50-70 thousand tris. (Their previous game on the other hand would burn at 5-10k)
bruh. should title the video "how I ...."
Lol, done
background music is so annoying :(