@@Markom3D this could be concidered "moving our problem somewhere else" because after doing this in a few detailed scenes . . you're going to end up with a large ammount of image textures
Posting this here in case it's helpful to anyone-- the tutorial worked great, and I boiled it down into a very abbreviated list so I can replicate the steps easily! (I do love the little mini-explanations in the video, now I pretty much understand what the steps are doing; the list just helps me not skip any steps as I repeat the process). Thank you Markom3D! -duplicate in place -hide original -working with duplicate.... -little green triangle tab: Normals > uncheck Auto Smooth >Remesh: Voxel: 0.1m; [x] fix poles, [x] volume, click Voxel Remesh Modifiers -Add Multiresolution, leave as is -Shrink Wrap: Wrap method: project; target: the original model; [x] negative [x] positive Back up to Multires: hit Subdivide 3 times Apply Shrinkwrap modifier Back up to Multires: bring viewport to 0 Shade Smooth the model. Shading taaab: Copy material (the lil copy icon next to the mat name) -Delete base image texture. Make a new one. Name it Subject_D ("diffuse"), 2048px. -Duplicate this texture. Color -> (new) Normal Map's Color node -> Normal. -Delete the _D texture, make a new one that is Subject_N (normal); 2048; Uncheck Alpha, check 32-bit float. -Looking at main viewport, tab into edit mode, UV > Smart Project, Island margin 0.010, OK. -Turn original mesh back on, Shade Smooth. -Little green triangle > Normals, uncheck Auto Smooth. -Hide original one -Select Subject_N in the materials nodes Tab on right: Render settings (little DSLR camera). Render engine: Cycles. Sampling > Render: set to 10. Performance > Tiles > 512px. Bake > [x] Bake from Multires; Normals from dropdown. Ensure Subject_N is selected, then click Bake. -Unhide original. Select it first, then shift + LMB to select the second model, then select Subject_D from material nodes, go back to Render settings > Bake, uncheck [] bake from multires, select Diffuse from dropdown, uncheck Direct and Indirect; only [x] Color. [x] Selected to Active; > Extrusion: 0.1m. Bake.
Thanks for great walkthrough. Wanted to add, that it is important to apply all transformations before UV unwrapping ("Ctrl+A" > "All Transforms"), otherwise baked textures are going to be unusable. Took me some time to figure this out
These are may favorite type of your tuts. Very detailed and clear step by step on a complicated topic. I can always count on yours when I hit those kind of problems, "how the heck do I lower the polycount on this model I just downloaded...?" 8 min later, boom. Thanks. Oh and magenta is not an error just the Blender warning color to say that there is no shader data. Just like when model goes pink in texture paint before you start adding channels, or why the world goes pink when you swap HDRs.
Very well structured and cleanly delivered tutorial, thanks for that! As has been said the pink colour isn’t a mistake, it’s long established in game dev lore - especially in its hex value (FF00FF). It used to be used to denote an alpha mask on pixel art sprite sheets back in the day.
@@Markom3D Hi just amazing ! many thanks for this tips, it will help me, i have just a question, my original texture on highpoly is alpha with transparent zone in image... when i bake on lowpoly it work but not with alpha, it bake on black, I checked "alpha" when I generate my blank texture in my image texture node on my low poly before baking, I don't know what I forgot to do, can you give me the solution ? I would be grateful, thanks in advance. (sorry for my poor english, i'm french)
Proof that proper explanations make things 100x easier. Dude I have watched like 10 videos on how to do this in blender and gave up. Today this got recommended to me and I think I finally understand how to actually go about this. Thank you so much!
That pause...... subscribe? Me... ha! yes... Would like to say how straight to the point this was, easy to follow, no fluff. Thanks. Looking forward to going through all your vids.
This is something I've been wondering how to do for a long time. Through another video I finally learned which were the right keywords to use to search for the technique and your video taught me how to do it with Blender. Thank you!
Thanks a lot this tutorial helped a lot, when i first ever saw this was one year ago when i just started blender i was curious why is there baking bread in blender and i clicked it and didn't understand a thing and got that feeling of being dumb but now here am one year later with a lot more experience and i understood everything and most of all i finally know that you weren't baking a bread
I have used Blender since 2007, and in that time reduced polys and baked maps hundreds of times on many dozens of objects... and I *still* learned a couple new tricks from this tutorial! Great work, splendid video. Tell Frank he has my subscription. Mom says "Hi!"
dude this was awesome! as a beginner I find learning from videos more helpful than trying to read or figure it out alone. this was exactly what i wanted to know how to do. thank you!
Very helpful tutorial. Don't forget to remove the MultiRes modifier (!) after baking the textures and saving them. With 3x subdivisions this will create unworkable lag, especially if you are multiplying the model with something like an array function, e.g.; not to mention it seems to increase render times as well. It took working through this workflow three times to figure out why my new lower poly models were lagging more than the super high poly ones.
Thank you very much! I accidentally clicked on the tutorial because I wanted to check my headphones xd but I was struggling with it all evening and here the solution came to me by itself!
I just watched a video before yours that summarized manual re-topology. I'm going to have to watch this over a number of times so I can note the tools and the order of modifiers.
hahha...it all worked...he pauses and says, 'subscribe?' Cracked me up. There is a 'baking bread' joke somewhere in this tutorial. I've done this a few times, and I always forget the steps. Saving this vid to pull it up when I need it. I didn't realize the voxel remesh works that well. Nice!
@@Markom3D Hahha. It's really handy now, seeing as how many photogram assets are being pushed out daily. Side note: I use UE5 also, it's crazy that poly count doesn't even matter in that space anymore--nanite is a dream.
Thanks for that. Would have loved a little more detail on why you did things the way you did so I can better understand how to adapt things to my own projects.
THANK YOU! I bought a tutorial on photogrammetry which is nice but the texture baking part just wasn't too well explained. I also went through a 1.5 hour tutorial online and again the texture baking part was somewhat glossed over. Granted I had to do the remesh through a modifier to make it work but following your tutorial worked and it was WAY shorter than anything else I've seen on this topic!!! Also as stated by someone else already Baking - Bread NICE! Thank you!
That’s one of the main reasons why I started this channel, short, sharp and straight to the point. That you for the feedback, and let me know if there is anything else that I can help with.
@@Markom3D Actually yes there is something. I've got an ongoing problem with smoothing being gone when importing to UE. If you could do an addition to this and cover how to get this from Blender into UE5 without loosing the smoothing groups it would help a lot. Thank you!!!
U are insanely good ☺️. I spent 45 minutes on my photoscan model and 5 minutes later 🤬 UA-cam suggest your video. I saw your video. My remesh technic is good in Maya BUT but blender is AWWWSOME.
What is up with blender tutorial makers being very good looking like God damn Great tutorial also thank you, very concise and easy to follow for something I've been trying to figure out how to do for years
This is an interesting way to reduce poly count. What I like to do, is use the Decimate modifier. It has 3 different types. Planar does a wonderful job, but it's not always the best option. It's good on simple shapes. Unsubdivide is not an option I use; rather, I never found a use for it. I like to use collapse on complex or organic meshes. Sometimes you'll want to add a Triangulate modifier after Decimate; if you are exporting to another format.
Black Texture! I've followed this a dozen times, step by step EXACTLY. I even went so far as downloading the exact bread model. I'm great up until the diffuse. Normals bake great but no matter what I do the diffuse is black. It also overwrites the original image texture and make it black too. After each attempt I have to reload the original texture . What is going on? Help
I’m not at my computer, but check the normals on the model is the only thing that I can think of atm. Also, try turning off the option to use indirect and direct light, and only use diffuse.
@@Markom3D Wow that was fast, thanks! Nope normals are all good, nice and blue. I've tried attempts with different combos of all three options. Its the weird thing about overwriting the original that's really freaking me out. I'm being super careful to make sure the right ImTex is selected. Like I say I assumed I was being a dork so I've gone through each step at a time doing EXACTLY what you do, even names, and still nothing but black.
@@Markom3D OK I figured out one issue but have a new mystery. When I select the original mesh and Shift select the low mesh it has the wrong Selected active. The Hi mesh becomes active and the low (the shift click) becomes selected. I went back and did the Bread and I noticed blue highlight and Orange Bold were backward. But I'm selecting them in the right order. So it was literally baking black onto the original mesh. So that solves that problem but now why the heck is my Active selected backward?
I love this so much and have used it frequently. Where it fails for me is when I am trying to duplicate a model with more than one material...or with multiple diffuse and normal nodes (hope I'm explaining this right, new to blender and my terminology might be off.)
I have tried this for 2 days now and get to the same spot every time. Right @2:45 after setting viewports to 0 then going to set up my textures, I can't copy material like you do in the video. First of all, I don't see my object in the top window, its just empty. When I copy my material , it gives me another principled BSDF, not image texture like your video shows. Im not sure where I'm going wrong. I have gone through this at least 15 times and get to same spot every time.
i am not sure, if there are changes in the workflow for baking normals, but I have a minor different way to bake it. ok my Starting Point was a model with low poly and a sculpted version on high poly most of them are the same way, but I I just created a new image texture, name it, leave al settings, connect it like you, I also leave all the rider settings on standard, go to bake, make sure that I first select the HP then the LP (mark selected to active) some changes under selected to active and that's it.
Jajaja. This is the high poly, this is the low polo...(dramatic pause), subscribe... and yes i was convinced. So i subscribed because i am gonna use this method to low poly an octopus.
Hi, thx for tutorial! really awesome, it save my life haha... A question: I use Mix Node to mix up 2 or 3 Material, for example Snow on Rock. In this case I need to bake Difuss, Normal and Roughness for each Material individually, right? And I also use the Displacement for Material, (not Modifier), it also follow the same workflow?
All this did was take the poly count of my model from 84,600 to 271,500. I did all the steps exactly as shown in the video. It also basically disintegrated the bottom of my model.
This was very helpful. Love the focus and succinctness. I would have liked a little more explanation of *why* you did the various things that you did. But that might just be me being a noob.
thanks man, i was looking for exactly that tutorial. Have been decimating high polys wusing only decimate tool, was not aware of the rest. I find the idea of having custom tutorials amazing, and that is what make me think of supporting you on patreon. But how did you choose what custom tutorial from supporters are relevant?
AMAZING! Unfortunately the voxel remesh tore my mesh to pieces lol.... ran into uv issues on my low poly mesh as well. Not sure if there's certain things this technique won't work on or what. I ended up just decimating my original high poly.
Blender needs serious remeshing work. The quad remesher works great for high to low poly but the quad remesher is a hit or miss for modeling and remeshing. Zbrush's zremesher is one of the best out there. You model, remesh for better retopology. Continue modeling. Remesh.
How did you change that instead of the animation bar start playing, you get the search menu open when pressing spacebar? And yes, this was usefull, will try it out
This video was helpful but when i try to do it my high res seems to also be affected by the changes and turns black as well. So at the end the original material of the bread does not bake unto it.
the best one for this process I have seen, now I understand it, thanks. BTW Mum says hello back, but you're a bit too young for her she said, she's 89 😊
nice tutorial.! if i want to export that low poly mesh with all that information what i need to do? (i exported as fbx file but when i imported in blender again the mesh wasn't low poly)
Thanks for the tutorial. One question: It keeps telling me that there is no active image in the high poly version when i try to bake diffuse map :/ how can I fix that?
I like the idea of someone completely new to modeling seeing the thumbnail and thinking baking has to do with bread.
bahahahhahaa I didnt even think about this
I usually bake this way, I'm still removing the 100k tris from the oven
@@Markom3D this could be concidered "moving our problem somewhere else"
because
after doing this in a few detailed scenes . . you're going to end up with a large ammount of image textures
I feel like I've been called out
i thought it was a desert rock lmfao
I cracked up the way you looked into the camera and after a dramatic pause said, "subscribe?". It was like a comedian doing a mic-drop. Well done!
lol, I need to start doing this again
Took me a second to remember my extension skips all that crap.
"How to bake bread in blender"
First time I've felt like I actually understand the bake system.
I finally understand how to bake textures. Thanks a lot bro.
Zing, I see what you did there.
Same
Posting this here in case it's helpful to anyone-- the tutorial worked great, and I boiled it down into a very abbreviated list so I can replicate the steps easily! (I do love the little mini-explanations in the video, now I pretty much understand what the steps are doing; the list just helps me not skip any steps as I repeat the process). Thank you Markom3D!
-duplicate in place
-hide original
-working with duplicate....
-little green triangle tab: Normals > uncheck Auto Smooth
>Remesh: Voxel: 0.1m; [x] fix poles, [x] volume, click Voxel Remesh
Modifiers
-Add Multiresolution, leave as is
-Shrink Wrap:
Wrap method: project; target: the original model; [x] negative [x] positive
Back up to Multires: hit Subdivide 3 times
Apply Shrinkwrap modifier
Back up to Multires: bring viewport to 0
Shade Smooth the model.
Shading taaab:
Copy material (the lil copy icon next to the mat name)
-Delete base image texture. Make a new one. Name it Subject_D ("diffuse"), 2048px.
-Duplicate this texture. Color -> (new) Normal Map's Color node -> Normal.
-Delete the _D texture, make a new one that is Subject_N (normal); 2048; Uncheck Alpha, check 32-bit float.
-Looking at main viewport, tab into edit mode, UV > Smart Project, Island margin 0.010, OK.
-Turn original mesh back on, Shade Smooth.
-Little green triangle > Normals, uncheck Auto Smooth.
-Hide original one
-Select Subject_N in the materials nodes
Tab on right: Render settings (little DSLR camera). Render engine: Cycles. Sampling > Render: set to 10. Performance > Tiles > 512px.
Bake > [x] Bake from Multires; Normals from dropdown.
Ensure Subject_N is selected, then click Bake.
-Unhide original. Select it first, then shift + LMB to select the second model, then select Subject_D from material nodes, go back to Render settings > Bake, uncheck [] bake from multires, select Diffuse from dropdown, uncheck Direct and Indirect; only [x] Color. [x] Selected to Active; > Extrusion: 0.1m. Bake.
This is very helpful, thank you!
the clearest explanation of baking textures , thank you
OMG I was stuck in the baking process for 1 YEAR and this is the FIRST time it worked!! You just got a new subscriber THANK YOU!
So Glad to find an Aussie doing Blender Tut's. Thanks Heaps Mate..
I never understand WTH is happening in the background of blender, but I can follow instructions. On point!
sick, glad I was able to help you then.
Thanks for great walkthrough. Wanted to add, that it is important to apply all transformations before UV unwrapping ("Ctrl+A" > "All Transforms"), otherwise baked textures are going to be unusable. Took me some time to figure this out
These are may favorite type of your tuts. Very detailed and clear step by step on a complicated topic. I can always count on yours when I hit those kind of problems, "how the heck do I lower the polycount on this model I just downloaded...?" 8 min later, boom. Thanks. Oh and magenta is not an error just the Blender warning color to say that there is no shader data. Just like when model goes pink in texture paint before you start adding channels, or why the world goes pink when you swap HDRs.
I used to do it a different way, but this method just seems to work better
Very well structured and cleanly delivered tutorial, thanks for that! As has been said the pink colour isn’t a mistake, it’s long established in game dev lore - especially in its hex value (FF00FF). It used to be used to denote an alpha mask on pixel art sprite sheets back in the day.
@@Markom3D Hi just amazing ! many thanks for this tips, it will help me, i have just a question, my original texture on highpoly is alpha with transparent zone in image... when i bake on lowpoly it work but not with alpha, it bake on black, I checked "alpha" when I generate my blank texture in my image texture node on my low poly before baking, I don't know what I forgot to do, can you give me the solution ? I would be grateful, thanks in advance. (sorry for my poor english, i'm french)
Proof that proper explanations make things 100x easier.
Dude I have watched like 10 videos on how to do this in blender and gave up.
Today this got recommended to me and I think I finally understand how to actually go about this. Thank you so much!
Made me chuckle IRL (almost a "lol" even) at the end there -- super clear, informative, and direct. A well-blended and baked piece of bread, ser!
That pause...... subscribe? Me... ha! yes... Would like to say how straight to the point this was, easy to follow, no fluff. Thanks. Looking forward to going through all your vids.
sweet, thank you, welcome to the channel
This is something I've been wondering how to do for a long time. Through another video I finally learned which were the right keywords to use to search for the technique and your video taught me how to do it with Blender.
Thank you!
Thanks a lot this tutorial helped a lot, when i first ever saw this was one year ago when i just started blender i was curious why is there baking bread in blender and i clicked it and didn't understand a thing and got that feeling of being dumb but now here am one year later with a lot more experience and i understood everything and most of all i finally know that you weren't baking a bread
lol, brilliant
Vid was 3 years ago, and it made me smile because it still works!!! You made my day, thank you!! 😊
I have used Blender since 2007, and in that time reduced polys and baked maps hundreds of times on many dozens of objects... and I *still* learned a couple new tricks from this tutorial! Great work, splendid video. Tell Frank he has my subscription.
Mom says "Hi!"
Some realistic ass bread.
cheers mate
dude this was awesome! as a beginner I find learning from videos more helpful than trying to read or figure it out alone. this was exactly what i wanted to know how to do. thank you!
these are the exact type of tutorials I wish everyone made! Tons of good info for an 8 minutes video
Very helpful tutorial. Don't forget to remove the MultiRes modifier (!) after baking the textures and saving them. With 3x subdivisions this will create unworkable lag, especially if you are multiplying the model with something like an array function, e.g.; not to mention it seems to increase render times as well. It took working through this workflow three times to figure out why my new lower poly models were lagging more than the super high poly ones.
Thank you very much! I accidentally clicked on the tutorial because I wanted to check my headphones xd but I was struggling with it all evening and here the solution came to me by itself!
Hey,i'm a brazillian 3d student and really like ur channel.
awesome mate, great to hear that. Thank you
Very useful. Especially when memory goes south, and Blender goes further... Thanks for this :)
I'm struggling with blender, but tutorials like this really help by showing not only the how but the why of the stages of modelling. Thank you!
i dont think there was any explanation of why its done that way. what are you on about?
@@Jacob-qx4bc npc comments
I just watched a video before yours that summarized manual re-topology. I'm going to have to watch this over a number of times so I can note the tools and the order of modifiers.
Good job!!! Your face at the end convinced me 😂 You have my subscription.
I found this VERY helpful, especially the part about remeshing my models
hahha...it all worked...he pauses and says, 'subscribe?' Cracked me up. There is a 'baking bread' joke somewhere in this tutorial. I've done this a few times, and I always forget the steps. Saving this vid to pull it up when I need it. I didn't realize the voxel remesh works that well. Nice!
Lol, I made this video for me because I keep forgetting how to do it
@@Markom3D Hahha. It's really handy now, seeing as how many photogram assets are being pushed out daily. Side note: I use UE5 also, it's crazy that poly count doesn't even matter in that space anymore--nanite is a dream.
it's working great, awesome. Also your tutorial has an additional feature, you can bake multiple material in one material.
I love the way you explain, you make it fancy aand dinamic . And really simple for begginers!
Thanks for that. Would have loved a little more detail on why you did things the way you did so I can better understand how to adapt things to my own projects.
this is the best blender tutorial on youtube
I love how this came up in my feed when I needed it, didn’t even need to search for it. This is a fantastic tutorial, thank you for this information!
this is best tutorial I watched so far about making models look detailed but with lowest veretexes u can ever get, really thank you for this.
Thank you so much. Other tutorials weren't working for me but this one finally saved me
6:51 man, that was the best subscribe request ever. and yes i'm subscribed.
This is the most useful thing i have seen in my Blender journey, Thank you!
THANK YOU! I bought a tutorial on photogrammetry which is nice but the texture baking part just wasn't too well explained. I also went through a 1.5 hour tutorial online and again the texture baking part was somewhat glossed over. Granted I had to do the remesh through a modifier to make it work but following your tutorial worked and it was WAY shorter than anything else I've seen on this topic!!! Also as stated by someone else already Baking - Bread NICE! Thank you!
That’s one of the main reasons why I started this channel, short, sharp and straight to the point. That you for the feedback, and let me know if there is anything else that I can help with.
@@Markom3D Actually yes there is something. I've got an ongoing problem with smoothing being gone when importing to UE. If you could do an addition to this and cover how to get this from Blender into UE5 without loosing the smoothing groups it would help a lot. Thank you!!!
@@cinemyscope6630 hey did u find the solution for it?
@@ChillieGaming Yes. It’s in the modeling tools. Look for a tool called Normals and apply it.
thank for the tip i cant believe the result, I have been looking for a way for months and you made it so simple....
Exactly what I'm looking for! Thanks a lot hope you're having a good day sir
U are insanely good ☺️. I spent 45 minutes on my photoscan model and 5 minutes later 🤬 UA-cam suggest your video. I saw your video. My remesh technic is good in Maya BUT but blender is AWWWSOME.
good work on walking through the process and in an easy and method basis.
very useful! the diffuse baking is what I needed to understand. thank you!
Thanks a lot! I always come back to this tutorial whenever I have to do this
After adding the target for Shrinkwrap, my model becomes a mess
6:45 pound for pound the most legendary youtube subscribe pitch of all time
Fr. Best subscribe pitch ever
Super helpful Markom! Currently working on an AR project and this will be a great boon to my work flow!
Glad it was helpful!
YOU SIR HAVE HELPED ME REAL TREMENDOUSLY! SUBSCRIBED! Really , thanks for the concise workflow!
This method is a work of art. Thank you greatly.
Finally i found some good tut for bake map and at the end of video your face moment really valuable for me so i subcribed :p
Simple and good explained. Thank you! 🙏
Clear, concise, easy to follow, and better yet... mmm bread.
this just made my day much easier , your a legend
AMAZING! I learned similar thing before but I did not know it works on Remeshed Different UV Map as well. Thank you
hahaha many years ago subscribed bro ♥ thanks for all videos ♥
If I take a closer look, the bread with fewer polygons looks tastier, suscribed!👌
What is up with blender tutorial makers being very good looking like God damn
Great tutorial also thank you, very concise and easy to follow for something I've been trying to figure out how to do for years
This is a great tutorial! Very well done and extremely helpful!
This is an interesting way to reduce poly count. What I like to do, is use the Decimate modifier. It has 3 different types. Planar does a wonderful job, but it's not always the best option. It's good on simple shapes. Unsubdivide is not an option I use; rather, I never found a use for it. I like to use collapse on complex or organic meshes. Sometimes you'll want to add a Triangulate modifier after Decimate; if you are exporting to another format.
But how do you keep the textures? Like him? I use decimate also, but am still a noob having problems with textures.
@@caiooca5793 you would keep the decimated mesh, but re-bake the texture and normal map.
The stare and the "subscribe?🤨" 😂😂
Excellent tutorial....very complicated, but detailed, and the results are amazing!
Thanks! 👍😃👍
This was exactly what I was looking for. Liked and subscribed!
Baking Bread. Time nicely invested, Thanks a lot man.
Great tutorial, I'll probably be coming back to this many times :)
i cannot describe the laugh i made when you looked at the camera after you were done LOL thank you this helped a lot
Black Texture! I've followed this a dozen times, step by step EXACTLY. I even went so far as downloading the exact bread model. I'm great up until the diffuse. Normals bake great but no matter what I do the diffuse is black. It also overwrites the original image texture and make it black too. After each attempt I have to reload the original texture . What is going on? Help
I’m not at my computer, but check the normals on the model is the only thing that I can think of atm. Also, try turning off the option to use indirect and direct light, and only use diffuse.
@@Markom3D Wow that was fast, thanks! Nope normals are all good, nice and blue. I've tried attempts with different combos of all three options. Its the weird thing about overwriting the original that's really freaking me out. I'm being super careful to make sure the right ImTex is selected. Like I say I assumed I was being a dork so I've gone through each step at a time doing EXACTLY what you do, even names, and still nothing but black.
@@seanposkea hmmm try enable the cage and set it to like .1 maybe?
@@Markom3D OK I figured out one issue but have a new mystery. When I select the original mesh and Shift select the low mesh it has the wrong Selected active. The Hi mesh becomes active and the low (the shift click) becomes selected. I went back and did the Bread and I noticed blue highlight and Orange Bold were backward. But I'm selecting them in the right order. So it was literally baking black onto the original mesh. So that solves that problem but now why the heck is my Active selected backward?
@@seanposkea I think I have had this before. Shift left click in the 3D view port, and not the properties menu where everything is listed
Exactly what I was looking for, you've earned this sub
well, this was the best subscribe`s tutorial ever 😁, I totally love your way of explaining complicated things 💌
i just followed you for the "subscribe?" at the end xD
Insane piece of work! I'm impressed!
I love this so much and have used it frequently. Where it fails for me is when I am trying to duplicate a model with more than one material...or with multiple diffuse and normal nodes (hope I'm explaining this right, new to blender and my terminology might be off.)
Thank you man that's an awesome tutorial I was looking for this.
Oh my God, you helped me solve the problem I was having for months. Thank you!
I have tried this for 2 days now and get to the same spot every time. Right @2:45 after setting viewports to 0 then going to set up my textures, I can't copy material like you do in the video. First of all, I don't see my object in the top window, its just empty. When I copy my material , it gives me another principled BSDF, not image texture like your video shows. Im not sure where I'm going wrong. I have gone through this at least 15 times and get to same spot every time.
i am not sure, if there are changes in the workflow for baking normals, but I have a minor different way to bake it.
ok my Starting Point was a model with low poly and a sculpted version on high poly
most of them are the same way, but I I just created a new image texture, name it, leave al settings, connect it like you, I also leave all the rider settings on standard, go to bake, make sure that I first select the HP then the LP (mark selected to active) some changes under selected to active and that's it.
Jajaja. This is the high poly, this is the low polo...(dramatic pause), subscribe... and yes i was convinced. So i subscribed because i am gonna use this method to low poly an octopus.
I love how you are baking bread
Hi, thx for tutorial! really awesome, it save my life haha...
A question: I use Mix Node to mix up 2 or 3 Material, for example Snow on Rock. In this case I need to bake Difuss, Normal and Roughness for each Material individually, right?
And I also use the Displacement for Material, (not Modifier), it also follow the same workflow?
Woah. The low poly almost looks BETTER than the high.
All this did was take the poly count of my model from 84,600 to 271,500. I did all the steps exactly as shown in the video. It also basically disintegrated the bottom of my model.
This was very helpful. Love the focus and succinctness. I would have liked a little more explanation of *why* you did the various things that you did. But that might just be me being a noob.
thanks man, i was looking for exactly that tutorial. Have been decimating high polys wusing only decimate tool, was not aware of the rest. I find the idea of having custom tutorials amazing, and that is what make me think of supporting you on patreon. But how did you choose what custom tutorial from supporters are relevant?
I wonder if i could use this to optimize on 3D scans, with the millions of vertices and messed up UVs
Subbed at 06:45 - no words needed.. nice work.
Same here. That face said it all!
Amazing and helpful work! 8 minutes and the issue is solved! Thank you!
Excited to try this on some photogrammetry game assets I'm trying to build. Thank you.
why do you need to subdivide 3 times after setting up the shrink wrap parameters? Will it be helpful to unwrap the UV on low-poly obj before baking?
This video has saved me so much trouble, thank you so much!!
Nicely updated flow in blender it was more complex before thanks!
AMAZING! Unfortunately the voxel remesh tore my mesh to pieces lol.... ran into uv issues on my low poly mesh as well. Not sure if there's certain things this technique won't work on or what. I ended up just decimating my original high poly.
Try the quad remesher add on it’s doing great for me. Some easy tutorials online
Blender needs serious remeshing work. The quad remesher works great for high to low poly but the quad remesher is a hit or miss for modeling and remeshing. Zbrush's zremesher is one of the best out there. You model, remesh for better retopology. Continue modeling. Remesh.
hhaha mine too. thats why da soft is named Blender, I guess :P
Dude Thanks. Your tutorials are so detailed but fun and simple to undersatnd 👍
How did you change that instead of the animation bar start playing, you get the search menu open when pressing spacebar? And yes, this was usefull, will try it out
Ty for showing me how to properly bake a texture :) this will help tons
This video was helpful but when i try to do it my high res seems to also be affected by the changes and turns black as well. So at the end the original material of the bread does not bake unto it.
the best one for this process I have seen, now I understand it, thanks. BTW Mum says hello back, but you're a bit too young for her she said, she's 89 😊
nice tutorial.! if i want to export that low poly mesh with all that information what i need to do? (i exported as fbx file but when i imported in blender again the mesh wasn't low poly)
Good tutorial, thank you.
Question. Why is it important to turn alphas OFF in the LowPoly Normal Map image file? Thanks.
Thanks for the tutorial. One question: It keeps telling me that there is no active image in the high poly version when i try to bake diffuse map :/ how can I fix that?
I'm still very far from understanding how any of that worked, but I'll just follow the steps to use it on my own projects, lol. Thankyou so much! 😊