How to bake anything onto a flat plane!
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- Опубліковано 23 лис 2024
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How can ANYONE, make tutorials and upload them faster than people can consume them? Thank you so fucking much for all these high quality tuts ❤️
When baking onto a plane it is actually good practice to turn off the padding in the bake settings otherwise you will get those bleeding arfefacts onto your sheet. I was literally banging my head against the keyboard just a minute ago and this tutorial helped me get unstuck. Then you wont need the transparency map.
YOU BEAUTIFUL PERSON thank you!
THANK YOU KIND SIR
Trully a heroe!!! I love this guy
Thank you so much!
Thanks. Just what I needed :D
nice one , thanks
Excellent 👌
Thank you Emiel, it was a fun technique ;) I saw this trick used on some cases in close distance to the player and it worked very well.
I test this technique before with Marmoset toolbag 3 and 4, keep in mind marmoset 3 is better for this kind of bakes, because its have more options for bake and one of them is (( complete Lighting )) and basically it will grab your textures of your object + lighting properties of you scene and it will bake you rendered object to the texture, I don't know why they deleted this feature from marmoset 4 !!!
Ah i did not know that. but if you do the keep lighting would that not mean that the lighting on your model is inaccurate as soon as you change it? (for example when used in a real-time scene in unreal)
@@FastTrackTutorials the whole technique in this video is a trick, and what I said is trick under trick, so we have double trick here !!!:D so yeah it cant react accurately to the lights in close distances in 3d environment.
But I think in far distance, the effect of the roughness, metallic, AO and normal is not visible, in these case's we can bake all those properties + light information in Marmoset ((ambient light based on our environment)) and finally we have 1 texture for importing in UE and not more . . .
Maybe this technique has some uses for close distance in games with top-down-view style or some situations that we locked the player camera, but I'm not 100% sure, at all this trick is cool. :)
Thank you for the trick, Did you know that you can hide the time slider and range slider by pressing space then go to the right side of the menu and press left click so you can have more space for your models
Glad you like it, and yes i know but it is a habbit of me to not do that :)
how to Bake that 3D mesh Albido on to Flat plane in Substance Painter?
Thanks You
How do we bake lighting into the texture? I tried the complete lighting option but it just came out black.
Thank you! for this tutorial, How can we do this in Substance painter? Would you do a tutorial on that as well? :)
You can also do this in painter on the latest version where they added cage support
i got a trial with Marmoset and my map results were squished ... I can not attach here an image but any idea why that happens?
Awesome tutorial, Emiel! Thank you so much for sharing your knowledge, could you answer a question regarding this technique? I noticed that, until you include the Alpha mask, the bake doesn't look right and I was wondering if it would be possible to apply the same technique without the mask to make it look right. I ask this because it would be very useful to make tileable textures without opacity channel. Would there be any way to do this?
The thing is, it doesn't look right due to dilation, which is used to help to get rid of dark edges when you use opacity/alpha blending. To get rid of the black edges (or whatever color is behind the texture, usually black) you can color the background to a color similar to the color of the "useful" parts of your texture. In the case of the traffic cone, orange behind the orange parts, dark gray behind the bottom, etc.
To help with this process and to have better results, at baking (or after baking with the help of photosop) the software takes the pixels at the edge of your alpha edge (e.g. the side of the traffic cone) and dilates it to a certain distance. Basically duplicates those pixels.
The alpha mask is needed to mask out the unwanted parts of your texture. In this case it's used because the useful parts of the texture is less then half of it.
If you bake, let's say a brick wall, that was assembled with tiling in mind, onto the plane, you don't need to use the alpha mask.
I hope I could answer your question, even if it's this late hehe.
My question is regarding baking a fully textured object down to a lower poly (or a plane) is it possible to do it in Substance Painter? If yes, could you make a real quick tutorial on that too?
Or maybe if you know how to do it in Xnormals?
Not sure if it is possible in painter because as far as i know you can not apply texture maps to your high poly to bake down
@@FastTrackTutorials Thanks for the answer. That’s what I was afraid of.
I know it’s possible in Xnormal, but not sure how. I’ll need to dig into that than.
Sadly I don’t have access to Marmoset.
@@viktorb2688 you could get marmoset during black friday :) i can remember they only make it $9 per month then so even if you need it for one month it is not alot of money depending on your location
why do i have a blob around the normalmap`?
This is most likely the padding. it is a feature that is used to avoid blending errors. you can turn it off in the marmoset settings
bro im not spending $400 on some software just to do this when i already have a copy of substance. instead of mentioning that it can be done in passing why dont you show me how its done because its not working for me.