Transfer HIGH POLY details to LOW POLY object in Blender

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  • Опубліковано 17 чер 2024
  • In this tutorial you will learn how to drastically reduce polygon count in blender by baking a normal maps to a low poly object. You can use this technique to make game ready assets.
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КОМЕНТАРІ • 228

  • @Grizzermacht
    @Grizzermacht 9 місяців тому +307

    Sad that the Starfield devs didn't see this video before release.

    • @RadiantMantra
      @RadiantMantra 6 місяців тому +14

      The AutoCAD sandwich still gets me

    • @brunolopez9645
      @brunolopez9645 6 місяців тому +2

      @@RadiantMantra what do you mean with AutoCAD swandich, is it mean what i thought?, like model made in AutoCAD?

    • @bogdanborcea9788
      @bogdanborcea9788 6 місяців тому +2

      They don't have the engine for it.

    • @RadiantMantra
      @RadiantMantra 5 місяців тому +23

      @@brunolopez9645 it's a sandwich seemingly made in a CAD software, no joke. The bread is like 100 n-gons and the lettuce and ham are like 20,000 faces. It's so funny

    • @durt214
      @durt214 5 місяців тому +12

      @@brunolopez9645 The circulated image was fake and made after the game's release, but basically the sandwich had 70k faces.

  • @Dapper_the_slapper
    @Dapper_the_slapper 9 місяців тому +297

    When creating your texture map for your normals bake, if you check the 32bit float box it will bake a 16bit normal map. It will be a more accurate representation of your high poly and have no artifacts. Very important if you are baking normal maps for objects that have very low roughness.

  • @gamingneeded1902
    @gamingneeded1902 10 місяців тому +162

    Render with a single sample, it makes no difference to use more but makes the bake instant

    • @ExtrymGamingLTU
      @ExtrymGamingLTU 9 місяців тому +4

      Hehe funny

    • @MangaGamified
      @MangaGamified 8 місяців тому +1

      New here. At which timeline?

    • @watchitdogs2280
      @watchitdogs2280 8 місяців тому +4

      Doesn't matter timeline just stay at first frame and 1 sample and bake it'll work

    • @noyz-anything
      @noyz-anything Місяць тому

      chat is this true

    • @nekkovia8660
      @nekkovia8660 5 днів тому

      @@noyz-anything I mean it worked for me and it's decent

  • @jonmoberlycreative3d
    @jonmoberlycreative3d 11 місяців тому +5

    This is very helpful this will work great on a full landscape from millions of polys down to a minimal amount thanks for sharing!

  • @user-yp3nl4qc1b
    @user-yp3nl4qc1b 6 місяців тому +1

    This is amazing! I've been trying to find a more streamlined process to go from high poly to a model that can actually be used in maya to create large scenes and this is beyond helpful. Thanks!!

  • @RomanPittroff
    @RomanPittroff Рік тому +5

    I like this Video, particularly good explanation shows all the complete workflow without confusing things added on!

  • @Shining4Dawn
    @Shining4Dawn 9 місяців тому +115

    I think you can also go backwards with this process, meaning you can make a low poly model, then add a multires modifier, use sculpting tools to add details and then bake the normal map to keep the model low poly.

    • @farisazhari3583
      @farisazhari3583 9 місяців тому +4

      nice idea! I'm new to blender, do you have a tutorial to do this?

    • @Shining4Dawn
      @Shining4Dawn 9 місяців тому +23

      @@farisazhari3583 Grant Abbit has a series of tutorials where he walks you through modeling a game-ready model of an axe. He makes a low-poly model, then duplicates it and increases the poly-count and adds detail with sculpting and then bakes the normal maps just as seen in this video.

    • @farisazhari3583
      @farisazhari3583 9 місяців тому +5

      @@Shining4Dawn I just saw the channel and I will follow it, thanks for the info bro

    • @Duhya
      @Duhya 9 місяців тому +7

      This is super helpful for working quickly. But also i grew out of it because i found it easier to just work on a high poly and worry about simplifying later, as far as mental workload. Would prevent me from advancing on stuff because id just be thinking about how id low-high poly it, instead of simply adding as many details as i want.

    • @grayslimeguy8444
      @grayslimeguy8444 5 місяців тому +1

      i mean that makes sense but why would you want a higher poly count if you can replicate the look with low poly (this is coming from the stand point as a solo developer)

  • @Maxwolford
    @Maxwolford 11 місяців тому +26

    Excellent! I feel much more confident after seeing how simple you made this process.

    • @bigtprime
      @bigtprime 8 місяців тому

      You will be less confident when you will apply it.
      The video has been made with a very simple object with not much cavity. Depending on what you intend to bake, you can encounter lot of additionnal difficulties.

  • @andreacrisante6575
    @andreacrisante6575 6 місяців тому +2

    Finally someone who goes straight to the point! Amazing explanation about Blender bake on youtube, surely the best one. I don't like the way you unwrapp (because for sure you can do it better) but anyway nice choise, you made it simple things pretty hard to understand. Thank you.

  • @giovafncreative
    @giovafncreative 9 місяців тому +19

    Thank you! The decimate modifier is so good! I made a bunch of rocks to use as a landscape decoration in my game, but they were around 10k triangles, now it's 500 triangles and they still look good🙂

  • @Brett3am
    @Brett3am 7 місяців тому +1

    Very clear and efficient process! Thank you!

  • @Digital_Creation_Y.C.
    @Digital_Creation_Y.C. 21 день тому

    Thank you man! that was so difficult to understand before watching your tutorials , still in progress but I'm closer than ever! keep up the amazing work !

  • @JoaoVSAguiar
    @JoaoVSAguiar 8 місяців тому

    You say BAKE with so much energy. Loved it, even tho I'm not into blender or 3d rendering.

  • @sofyamakingart
    @sofyamakingart 8 місяців тому

    Thank you for explaining it so well, so happy I found this tutorial!

  • @davidjade1921
    @davidjade1921 Рік тому

    This tutorial helped me out a lot! Thank you!

  • @sottozen
    @sottozen 2 місяці тому

    Loved this tutorial very much! Thanks!

  • @samuelsimango120
    @samuelsimango120 9 місяців тому +1

    It was a really good lesson... I always render scenes with lot of polygons.... Thanks brow.

  • @valdoryon
    @valdoryon 6 місяців тому

    Excellent video, couldn't be more clear, thank you!

  • @Byt3me21
    @Byt3me21 9 місяців тому +1

    Thank you very much, this was a great lesson!

  • @noahbeyer7421
    @noahbeyer7421 Місяць тому +1

    I worked for 1.5 days to figure this out by using the cage method. I tried everything to get my realistic head sculpt to have detail, but this tutorial worked. For some reason the cage methods kept letting me down but this alternate way did not. Amazing work please keep it up!

  • @Kuyuup
    @Kuyuup 9 місяців тому +1

    Such an important tip! Thanks for sharing you're amazing

  • @Maxboun3204
    @Maxboun3204 3 місяці тому

    man i was stuck on this topic for so long, just now because of you i understand it, thanks

  • @tanguybarbaray5362
    @tanguybarbaray5362 8 місяців тому

    You resolved my issue with a fast video because other youtuber show plugin or other method, but this two method was fast and precise, so thanks. Ho, and now you are one French follower.

  • @dreddd7980
    @dreddd7980 6 місяців тому

    Finally a tutorial that helped me bake the normals of my object thanks so much

  • @liridoncani
    @liridoncani 10 місяців тому

    Thank you so much for the multires method.Something new I learnt today

  • @ContradictionDesign
    @ContradictionDesign 10 місяців тому

    Thanks! Very helpful. Good luck on your UA-cam journey! It is quite the endeavor.

  • @wulfaxe7661
    @wulfaxe7661 9 місяців тому

    this tut would have helped me so much back in february when i started doing things with normals hahaha, all tutorials were a bit convoluted, and i couldn't understand them very well, but i eventually figured things out

  • @SLEEPING313
    @SLEEPING313 10 місяців тому +9

    Thanks 🤣🙏 I tried every tutorial and it was always doing smth weird or they were not explaining well or too fast but you explained this thing so easily and clearly

    • @3Dnot2D
      @3Dnot2D  10 місяців тому +3

      I'm glad that you like it.

  • @moonmooooonnn
    @moonmooooonnn 10 місяців тому

    Finally I understand about baking! Thank you so much!!!😭

  • @vivekjha9597
    @vivekjha9597 6 місяців тому

    I've been learning blender for about 6 months. It's amazing in many ways compared to fusion 360. Guys like you make every little tip so easy to understand. Thank you.

  • @needthistool
    @needthistool 7 місяців тому

    Really fantastic walkthrough. Thanks!

  • @MauvaisGouh
    @MauvaisGouh Місяць тому

    thanks for the time it took u to share, so usefull

  • @arminkhorsandipour
    @arminkhorsandipour 10 місяців тому +1

    Wow, That was helpful
    Thank you so much✨

  • @ArtyDc600
    @ArtyDc600 6 місяців тому

    Superrrr video..very helpful .. was searching exactly this.. thanks a ton !!! 🔥🔥🔥🔥

  • @ravendaee
    @ravendaee 8 місяців тому

    Super useful tutorial, thank you !

  • @najhonbanjon
    @najhonbanjon 11 місяців тому +3

    Good explanation THANKS

  • @xpmsplay
    @xpmsplay 8 місяців тому

    Great lesson. Thank you.

  • @dertobbe1176
    @dertobbe1176 Місяць тому

    I live what you did here. Rly helpful

  • @KristianKivisalo
    @KristianKivisalo 10 днів тому

    Very useful, thank you 👌🏻

  • @jjjulien5380
    @jjjulien5380 9 місяців тому

    Thank you, for the nice video! It helped me a lot.

  • @jungcave
    @jungcave 23 дні тому

    thank you! super helpful!

  • @J_GAN8
    @J_GAN8 3 місяці тому

    Just amazing, thank you so much !

  • @GRUBBNSTUFF
    @GRUBBNSTUFF 11 місяців тому +1

    I'm working on a tree for project of mine and I got it from 8 million faces down to 996!!! Thank you for sharing your knowledge!

  • @paulrmoss
    @paulrmoss Місяць тому

    Super useful, thanks

  • @user-gv9hd2fi5h
    @user-gv9hd2fi5h 6 місяців тому

    Great video! Thank you 🫶🏻

  • @Artistram3d1
    @Artistram3d1 7 місяців тому

    Nemanja, I never knew you had a Blender channel, this is Exciting! I've always followed your Outstanding tutorials on Photoshop!

    • @3Dnot2D
      @3Dnot2D  7 місяців тому

      I started this channel recently, because a lot of people requested Blender tutorials. And I can't do it on my Photoshop channel. 💪🏼😎

  • @dertobbe1176
    @dertobbe1176 2 місяці тому

    Best guy for this. Ty

  • @ahmetomercicek5848
    @ahmetomercicek5848 6 місяців тому

    Thank's brother , it helped me .

  • @igorgilewicz1549
    @igorgilewicz1549 9 місяців тому

    Just see this video in my youtube suggestions. Watched it and subscribe immediately. You making good explanation of things! Keep going!

    • @3Dnot2D
      @3Dnot2D  9 місяців тому

      Thank you.

  • @joryo3d
    @joryo3d 9 місяців тому

    amazing!! thank you!!

  • @williammccormick3787
    @williammccormick3787 5 місяців тому

    Thank you for this

  • @alexandrearaujo4256
    @alexandrearaujo4256 6 місяців тому

    great video. thank´s

  • @BarrettSmithBB
    @BarrettSmithBB 8 місяців тому +42

    There's an addon called "JBake" that essentially automates that whole process. If you plan on baking a lot of normals, it's a worthwhile addon to have.

    • @user-ut6tw2ps4k
      @user-ut6tw2ps4k 7 місяців тому +4

      Is it free?

    • @user-mu9tz1xc6n
      @user-mu9tz1xc6n 6 місяців тому

      @@user-ut6tw2ps4k completely open source add-on, it's on git-hub and downloadable from some other places as well.

    • @ThroneOfBhaal
      @ThroneOfBhaal 6 місяців тому

      Yes@@user-ut6tw2ps4k

    • @stealthygripen
      @stealthygripen 5 місяців тому

      @@user-ut6tw2ps4k Yes, it’s made by UA-camr Jayanam who also makes Blender tutorials.

    • @rajendrameena150
      @rajendrameena150 4 місяці тому +2

      Yes, it is

  • @kekekepi
    @kekekepi Місяць тому

    i needed this so badd

  • @mntota
    @mntota 11 місяців тому

    Thanks, man!

  • @randomtask99
    @randomtask99 9 місяців тому

    I couldn't get the first technique to work on Blender 3.6 but the multires modifier worked OK. Thanks.

  • @madbeef.
    @madbeef. 8 місяців тому +2

    Using a decimal separator in the thumbnail makes it seem like your turning a really low poly model into a higher poly one!

  • @neondaybreak4548
    @neondaybreak4548 6 місяців тому

    Thanks so much 🙏🙏🙏

  • @n0ni22
    @n0ni22 11 місяців тому

    earned a sub!

  • @taftphotography
    @taftphotography Рік тому +1

    Very helpful Nemanja as usual

    • @3Dnot2D
      @3Dnot2D  Рік тому

      I'm glad that you like it.

  • @sandom_saddom
    @sandom_saddom 4 місяці тому

    THANK YOU!!!!!!!!!!!!!!!!!!!

  • @mrbcstewart
    @mrbcstewart 15 днів тому

    That was extremely helpful! Based on mostly this tutorial, I've tried to make a step by step workflow for this. Thought I'd pass it along in case it is helpful to anyone. If anything is wrong, please reply to the comment with the correction.
    Recipe for Baking detail from High Poly to Low Poly Mesh:
    (HTab = Horizontal Tabs across top left of Blender)
    (VTab = Vertical Tabs in bottom right panel of HTab-Layout in Blender)
    1.HTab_layout - Copy High Poly and rename like … Mesh_High and Mesh_Low
    a.Shift-D to duplicate, Right click to cancel motion (so they exist in the same space)
    2.Turn on Statistics overlay (top right icon, Hollow Sphere hanging from Solid Sphere)
    3.Make the Low Poly model, well…. Low Poly… (reduce geometry)
    a.Option 1: VTab_Modifier(wrench) - Use Decimate Modifier
    i.Lower Ratio to See affect
    ii.Remove without applying (since we are using Remesh instead)
    b.Option 2: VTab_Data(three connected dots) -
    i.Still in Object Mode, change to Wireframe to see the faces that make-up the Mesh
    ii.Remesh_Section (Note: There is also a Remesh Modifier that does the same thing)
    1.Set Voxel Size to get less faces
    2.Press Voxel Remesh button … note Face difference
    iii.Normals_Section- check that Auto Smooth is off on High and Low Poly
    c.I ended up using a combination of Decimate, both UnSubdivide, and Collapse, as well as ReMesh
    4.HTab_UV-Editing - Smart unwrap the Low Poly
    a.A Key(select all)… U Key->Choose Smart Unwrap (S Key)
    b.Set margin to .02m (then press OK)
    c.At this point, you could save your UV Map for use later… Left Viewport, Viewport Menu Ribbon -> UV ->Export UV Layout (pick a location in your project, and save)
    5.HTab_Layout - Split Screen (or you could just do this in HTab_Shading)
    a.Switch left viewport to Node editor
    6.Shade Smooth on High and Low poly meshes (right click in Viewport)
    7.Make sure that both High and Low Poly models are in the same position in space (right on top of each other, intersecting vertices)
    8.Two options, MultiRes or Not-MultiRes
    a.If MultiRes….
    i.Hide the High Poly Mesh (eyeball icon in the Object Heirarchy)
    ii.VTab_Modifier - Add MultiResolution Modifier
    1.In the modifier details, Subdivision_Section, Press “Subdivide” button until Low Poly Mesh look like the High Poly Mesh
    2.Change “Level Viewport value to 0
    9.VTab_Modifier - Add Shrink-wrap Modifier to Low Poly … target the High and Apply
    10.Create New Material on Low Poly mesh
    11.Create image texture node and normal map node in Node editor and wire to BSDF
    12.On Image Node, create New “map image” on image texture (set width and height) sRGB -> Non-Color (unless Diffuse)
    13.VTab_Render -
    a.Change to Cycles Engine and switch to GPU if you have one
    b.Sampling Section - Change “Max Samples” to 128
    c.Bake Section
    i.Switch Bake Type to Normal (Diffuse, etc depending on what kind of image map you want to Bake)
    1.Note, if Baking Diffuse, if you only want color, turn off Direct and Indirect (unless you also want to capture the lighting)
    ii.If NOT MultiRes, click Checkbox for “Selected to Active”
    1.Three options for specifying the baking area/constraint (Oven)… 1. Cage, 2, Extrusion, 3. Max Ray Distance (tutorial uses #2)
    a.If Cage (Surrounds bake source and target to constrain render area for logic of the bake to operate)
    i.Duplicate Low Poly for use as Cage… make bigger than both other meshes (rename this copy to Mesh_Cage)
    ii.Checkbox - Cage option
    iii.Use Eyedropper to choose duplicated low poly mesh that you are using as the cage
    b.If Extrusion just set value to something like .5 m
    c.If Max Ray Distance just set value
    d.Note: Normal map that is generated should only be on the purple/pink spectrum, otherwise, adjust Extrusion amount, Max Ray Distance, or Cage size and rebake
    2.Unhide Both Meshes if hidden
    3.Make sure that the Image Node that is the baking target is selected in the Low Poly Material
    4.In Object Hierarchy, Select High Poly, then CNTL-Select Low Poly
    iii.If MultiRes, click Checkbox for “Bake from Multires”
    iv.Double check settings … click Bake
    14.Shading Tab - Image Panel, preview Normal image
    15.Hide High Poly to see Baked Low Poly
    16.Play with HDRI and BSDF shader (see tutorial) to compare meshes
    17.If you used MultiRes modifier, now that you are satisfied with the bake, go ahead and apply this modifier
    18.Save the baked image to disk. HTab_Shading - Lower Left Image Preview Panel - hamburger Menu -> Image -> Save As…
    a.In the Node Editor - Image Node - Click on the Folder icon and point it to your saved image
    19.Repeat baking steps (from 10 above) for each image type that you want to bake from High to Low, usually at least Normal, Diffuse(for Base Color)

  • @sherrydowns4052
    @sherrydowns4052 17 днів тому

    Tyvm

  • @NN-wc7dl
    @NN-wc7dl 10 місяців тому

    Nice!

  • @mertality2329
    @mertality2329 6 місяців тому

    ThX

  • @user-ll4on9my7h
    @user-ll4on9my7h 8 місяців тому

    Texture baking is very important to learn.

  • @adamzeiun892
    @adamzeiun892 3 місяці тому

    so smart 👍

  • @Danny-rp2hk
    @Danny-rp2hk Рік тому

    Thanks this video is so helpful to all 3d artists

  • @Hydr312
    @Hydr312 5 місяців тому

    0:00 left high poly and right low poly. You can see it in the silhouette. The left one has way more structure/smooth the right one has harder egges.

  • @Jackson-bh1jw
    @Jackson-bh1jw 7 місяців тому

    he never deleted the high version and always covered the low one, gg genious.

  • @JJforYoutube
    @JJforYoutube 8 місяців тому

    thank you i finally baked a normal map

  • @kmanL3G3N3D
    @kmanL3G3N3D 5 місяців тому

    Simple bake is a must have for Blender. It would help save time

    • @dertobbe1176
      @dertobbe1176 2 місяці тому

      It probably could save time If there were an option in the remesh Systems

  • @megapixeler
    @megapixeler 9 місяців тому +3

    One way to make this video extra useful (specially to newbies) is to explain a little more what you are doing and why, and not just explain how to do it.

    • @mrbcstewart
      @mrbcstewart 16 днів тому

      I found it really useful (as an intermediate Blender user) that you kept this as short as possible and explained the concise methods of getting it done. BlenderGuru is awesome if you want a full explanation of the why's (see Anvil tutorial)

  • @tapikoBlends
    @tapikoBlends 9 місяців тому

    thanks

  • @LafeSpace
    @LafeSpace 10 місяців тому

    Nice

  • @satriadiutama7010
    @satriadiutama7010 9 місяців тому

    i cant believe this channel only have 3k subs, i thought some 600k

    • @3Dnot2D
      @3Dnot2D  9 місяців тому

      Thanks. Maybe one day 🙂

  • @grey3318
    @grey3318 10 місяців тому

    Normal maps are witchcraft. Super helpful video though. Saving this one for reference.

  • @stevannikolovski
    @stevannikolovski 4 місяці тому

    Seems like Multires bake way is faster and easier. Thanks for nice and straightforward video.

  • @Krakius
    @Krakius Рік тому

    Thanks

  • @SayceBuckleyFreak
    @SayceBuckleyFreak 8 місяців тому

    i loved that HDRI lol ! do you know which one you used?

  • @jungcave
    @jungcave 20 днів тому

    for some of you who will bake diffuse color from high poly mesh to simple 2d plane for texture atlas - dont forget in ouliner to turn off all render icons of the rest unbackable objects, because it may collide with your baked map )))

  • @Yassinos_Gaming
    @Yassinos_Gaming 9 місяців тому +2

    The Garten of banban devs played this video in reverse lol

  • @ninjutsu_bujin
    @ninjutsu_bujin Рік тому

    Nice. 🙂

  • @kolper6799
    @kolper6799 8 місяців тому +1

    We need to send this to that guy who made 70k polygon sandwitch in starfield.

  • @kampkrieger
    @kampkrieger 6 місяців тому +1

    you can tell which is which. Look at the edges (transition to background) the low poly version has uglier more clunky edges. This is important, that is how you know how far you can go with this. You example is still high poly enough that it does not become apparent enough to be a problem.

  • @mr.j7899
    @mr.j7899 7 місяців тому

    I think you can optimize it more by manually doing retopo. 1.2k tris is still a lot as a rock. But important thing is you demonstrated the worflow. Subbed!

    • @pumpkinpiecrust8435
      @pumpkinpiecrust8435 6 місяців тому

      Geniunely wondering where manual retopo fits into this workflow. Would you do it instead of the decimate? Do it with a fairly high poly count just to have nicer topology (not necessarily more optimized just cleaner to work with for UV's and such) and THEN decimate it? Im curious

    • @mr.j7899
      @mr.j7899 6 місяців тому

      @@pumpkinpiecrust8435 I do both. I decimate in ZBrush then place it in Maya for retopo. Great for creating assets for games. You just gotta know how to UV unwrap properly.

  • @vizdotlife
    @vizdotlife 10 місяців тому +1

    Thanks for the tutorial! This is great. One question. You mentioned it was very important to switch to Cycles from Eevee. Does this not work in Eevee too, but of course lower quality?

    • @3Dnot2D
      @3Dnot2D  10 місяців тому +2

      In order to bake normals you need to switch to Cycles. You can later use Eevee for render...

  • @feraspielt
    @feraspielt 5 місяців тому

    This is the first tutorial which I understand with first try xD
    thanks!
    as my model has 20 million polygons, I still wait for the result^^
    Hope it worked
    Can I display the baked texture in texture painting or vertex paint, so I could for example paint dino scales scale for scale in different colours?
    I have another question:
    in sculpting my model mirror is not 100% the same...
    Normaly I model the clay on the right side with X mirror... But the left side (the mirrord side) isnt exat the same.. its like you modeling the right side with 100% strengh and the left side just with 90% strengh.
    Do you know why this happens? its with every model i made

  • @omiorahman6283
    @omiorahman6283 4 місяці тому

    suppose i want to paint the rock do i paint the high poly and just transfer the color using normal maps or do i have to add another color image for the low poly and uv unwrap both high and low poly mesh

  • @AlisonReidMe
    @AlisonReidMe 9 місяців тому

    Thank you, I'm glad you showed both methods. Excellent !! A very helpful video for a difficult concept.

    • @3Dnot2D
      @3Dnot2D  9 місяців тому

      You're welcome 😊

  • @deltagaiya7681
    @deltagaiya7681 6 місяців тому

    Great video! Question, which Mac are you running for your work? OR just straight up how much memory do you have?

    • @3Dnot2D
      @3Dnot2D  6 місяців тому +1

      Thanks. I'm using M1 Max MacBook Pro with 64 GB of RAM

  • @pedroc3948
    @pedroc3948 5 місяців тому

    I'm burning my brain trying to understand the relation between "Max Ray Distance" and "Extrusion" options. All tutorials just give you a number, so I guess nobody knows how it works exactly.

  • @mshkfrede3168
    @mshkfrede3168 6 місяців тому

    Wery useful for starfield

  • @KidamaruDesigns
    @KidamaruDesigns 28 днів тому

    In fact, it's amazing why such a basic tool as baking can't be made easier. Conditionally, you do low and high. Click bake, make small settings in the window that appears and bake occurs with automatic binding of normal maps to the low model. Baking one object is still OK, but if there are 20 such objects, it's terrible.

  • @evilweenie5743
    @evilweenie5743 7 місяців тому

    It could be way less than 600 and still looks really good.

  • @doeeman1
    @doeeman1 10 місяців тому

    i love you

  • @fabians7807
    @fabians7807 Місяць тому

    Is there a possibilty to automate this process of several manual steps or is there maybe a tool / addon doing this job?

  • @starfoxdelta
    @starfoxdelta 5 місяців тому

    Does this work for character models as well, or would another method be needed?

  • @DianaProbst
    @DianaProbst 5 місяців тому

    My muddy rock is now a shiny low-poly meteor!

  • @ddnava96
    @ddnava96 8 місяців тому

    I honestly think that decimate looks better than voxel remesh in this case