How I Model From High-poly to Low-poly in Blender

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  • Опубліковано 10 вер 2024

КОМЕНТАРІ • 39

  • @chrisdotdash5154
    @chrisdotdash5154 3 роки тому +9

    All of your recent videos have helped me so much! They are so awesome and simple to understand.

    • @Tosmo
      @Tosmo  3 роки тому

      Hey, thanks a lot, I'm glad they help.

  • @aizen_rhyme_schemes
    @aizen_rhyme_schemes 3 роки тому +5

    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

    • @Tosmo
      @Tosmo  3 роки тому +2

      Damn it, I've been looking for this since 2.79 😂 thanks

  • @Maartenyt
    @Maartenyt 3 роки тому +5

    This is the perfect video i needed, Thanks

    • @Tosmo
      @Tosmo  3 роки тому

      Hey, glad it was helpful 😀👍

  • @iCamSkiEz
    @iCamSkiEz 3 роки тому +2

    looking forward to the next part, great explanations!

    • @Tosmo
      @Tosmo  3 роки тому

      Good to hear, I got a few more parts in this series of these workflow videos coming up.

  • @aizen_rhyme_schemes
    @aizen_rhyme_schemes 3 роки тому +4

    At 5:30 you can simply replace high.001 with low instead of removing the digits and punctuation afterwards

  • @thewave5536
    @thewave5536 Рік тому +1

    Epic

  • @varundoshi5136
    @varundoshi5136 2 роки тому +1

    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?

    • @Tosmo
      @Tosmo  2 роки тому +1

      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.

    • @varundoshi5136
      @varundoshi5136 2 роки тому

      @@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?

  • @Malaphisis
    @Malaphisis 4 місяці тому +1

    thanks

  • @user-fb8bc8ey2x
    @user-fb8bc8ey2x 3 роки тому +1

    awesome

  • @daredevildc261
    @daredevildc261 Рік тому +1

    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:(

    • @Tosmo
      @Tosmo  Рік тому

      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,

    • @daredevildc261
      @daredevildc261 Рік тому +1

      @@Tosmo Thanks mate.. you are great. ID map bake did the job:)

  • @Arawn7755
    @Arawn7755 2 роки тому +2

    How do I run the function in 9:07?

    • @Tosmo
      @Tosmo  2 роки тому

      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.

  • @Gemesil
    @Gemesil 3 роки тому +1

    Is this 2.9? the remesh modifier doesn't work the same way on 2.8.2

    • @Tosmo
      @Tosmo  3 роки тому

      Yeah this is 2.91 so it may be a little different.

  • @desfell0784
    @desfell0784 2 роки тому

    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.

  • @gabrielobed
    @gabrielobed 2 роки тому +1

    Can I pls know the name of the rifle?

    • @Tosmo
      @Tosmo  2 роки тому

      Brownells BRN-10 an early 308 precursor to the m16/m4 Armalite rifles

    • @gabrielobed
      @gabrielobed Рік тому +1

      @@Tosmo Thanks, btw is it the same as AR10

  • @BeanDar
    @BeanDar 3 роки тому

    Nice!

    • @Tosmo
      @Tosmo  3 роки тому

      Hi Bean 🙃

  • @wingtons416
    @wingtons416 3 роки тому

    how do you active edge,face & vertex count of on screen?

    • @Tosmo
      @Tosmo  3 роки тому +1

      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.

    • @wingtons416
      @wingtons416 3 роки тому +1

      @@Tosmo thanks ❤️ nice tutorial explained very well.

  • @ab-uo6rd
    @ab-uo6rd 2 роки тому +1

    great video, 20000 is still very high tho

    • @Tosmo
      @Tosmo  2 роки тому +2

      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

    • @ab-uo6rd
      @ab-uo6rd 2 роки тому

      @@Tosmo that makes sense. Thanks a lot :)

    • @harkyn7180
      @harkyn7180 2 роки тому +1

      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)

  • @handlehaggler
    @handlehaggler 7 місяців тому +1

    bruh. should title the video "how I ...."

    • @Tosmo
      @Tosmo  7 місяців тому

      Lol, done

  • @co4erol
    @co4erol 2 роки тому

    background music is so annoying :(