Very good video. For a lot of people the low poly model creation comes before the high poly model, but it really depends what you’re making and in what style
THANKS for this, I only got to this video in 2022? After struggling for 2 years. What the hell youtube. You've answered sooo many questions I had, and for some reason people struggle to explain this simple process.
So basically we first make high poly model, then bake the maps from it and then using those maps for lower poly model to get more detailed and optimized asset?
04:27 is all that maps data from the high poly model?so you apply it to the low poly model?is all that map automatically export from the high poly? thanks before
Thanks for the helpful video But I have a question tho. Do the UV maps of the high poly and low poly models have to be exactly the same in order to transfer the UV data? If so, how can you unwrap them the exact same way?
UV's of high poly and low poly wont match. I didnt understand the last part. How will we include the high poly baked mesh maps into low poly. It is unclear in the video
We would be able to render billions of tris in Unreal 5, However this kind of models will need a huge amount of space in the disk, so in some way we are going to need some kind of optimization, let's wait to see what will happen in the future
@@theparabox Cloud storage to 10TB disks are also available. I mean yes still we do that process, but in the video I Notice " process of next generation game dev" as actually next gen is about ignoring the low poly step.
@@OmniOmnium @OmniOmni No sir I did understand well and I'm in direct contact with some lads on UE. During release and official specifications, it is mentioned that artists won't have to worry about poly counts, baking their models. Bryan clearly mentions in the presentation that you'll be able to export from modeling software to UE5 without any optimisation. The test scene isn't all megascans, the statues inside are modeled by an artists and it is again mentioned that those are real geometry, no baking or any trickery. You say PS5 doesn't a have a magic power to run it smoothly and you are correct, but who said it's cause of PS5 anyways? It's because of Nanite. It's a virtualized geometry tech that some companies have already started using. You don't even have to read official paperwork, their release presentation video again is said "I want to be able to export my Zbrush without any worries" and that's what they claim it does. So unless you want your game to run on a 5 year old machine, you literally care about looks and save massive amount of time. As it comes to animation, its pretty much the same. Check out Metahumans and the lads working there, it's a high fidelity, high poly, 8K humans which are even ready for UE4 without problem, let alone the fact that it is actually made for UE5. So yea, you still do baking, retopo for now, but in just 1-2 years, we will not. You might still do some of that for extremely detailed things but it's a mere nuisance.
@@OmniOmnium I agree on some specific "animated" meshes but still, most of the time on game design goes to static mesh and level design modeling which means all detailed meshes will require the painful high to low as well as baking. Metahumans is early access as it made for UE5 so I'm pretty sure it was made to be high quality running smoothly. Other than very specific animated meshes (which in that case you can do your optimization) next gen is all about time saving with no quality penalty. I'm a game dev and a 3d artist at my own indie group.
It's not clear to me what maps I need to make for different assets - for example: Is it acceptable if something like the minigun shown in this video doesn't have a normal map? Would it still be a high-quality asset? Anyway, the video was great.
You dont need always all the maps, for example for hand-painted style you only need the base color, but for objects like the minigun if you don't have a normal map it is going to look very low poly
Rare video on this subject, which is actually easy to understand and it's very well explained. Thanks mate!
this is so complete i can't even
@Black Templar complete my sentence
Amen
Best of the best. In 5 mins U explained things newbies google for weeks
Very good video. For a lot of people the low poly model creation comes before the high poly model, but it really depends what you’re making and in what style
this the first video everyone need to watch. I literally spent 2 weeks on other videos just to learn all this.
Was so nice to see juggernaut from dota kind of really made me feel included!
THANKS for this, I only got to this video in 2022? After struggling for 2 years. What the hell youtube. You've answered sooo many questions I had, and for some reason people struggle to explain this simple process.
Enjoying the course so far, man!
really perfect video to understand how game assets made!
you should make separate video on each steps.
This video will probably save my life and my job. Thanks a lot. That’s what I was searching for 2 days.
This video is GOLD! Thank you bratan.
This is so helpful, just bought your course, looking forward to complete it!
Excellent video, clear and straight to the point
I aspire to start doing this, so this video is awesome, thanks!
You're great!
I just bought your course to support what you do.
Keep it up :)
I fucking loved this video. Thank you for sharing the REAL AAA workflow for game asset creation. :)
Oh, this is that secret 🔥🔥. Thankyou for this video
your channel is very helpful
So basically we first make high poly model, then bake the maps from it and then using those maps for lower poly model to get more detailed and optimized asset?
highpoly ----> lowpoly -----> uv lowpoly -----> bake highpoly details onto lowpoly (normal map, curvature map, ambient occlusion map...ect) -----> texturing the lowpoly -----> export model and textures to game engine or render engine
Yup! It can be a little confusing, but you summed it up!
que capo, y te hace otro video en inglés, un genio, quiero mejorar mi nivel en blender para hacer videos como vos Parabox
y la musica es muy buenaa
@@eriklunamoran7822 siiiiii
Lovely explanation!
what if you already have an existing model? How you create the high poly for that model?
Thank you, this helped clear things up
04:27 is all that maps data from the high poly model?so you apply it to the low poly model?is all that map automatically export from the high poly? thanks before
yes, yes and no, the map baking needs a bake engine to be created, currently the best programs for that are Substance Painter and Marmoset Toolbag
Thanks for the helpful video
But I have a question tho. Do the UV maps of the high poly and low poly models have to be exactly the same in order to transfer the UV data? If so, how can you unwrap them the exact same way?
You never do UV maps in the high poly model, only the low poly need it
UV's of high poly and low poly wont match. I didnt understand the last part. How will we include the high poly baked mesh maps into low poly. It is unclear in the video
We never unwrap high poly
is it okay not to use supporting loops for 3D model and use edge crease instead for game asset?
The course is great
We won't be needing high to low in next generation as you say in the video. Billions of tris will run smooth on a PS5 console and in UE5
We would be able to render billions of tris in Unreal 5, However this kind of models will need a huge amount of space in the disk, so in some way we are going to need some kind of optimization, let's wait to see what will happen in the future
@@theparabox Cloud storage to 10TB disks are also available. I mean yes still we do that process, but in the video I Notice " process of next generation game dev" as actually next gen is about ignoring the low poly step.
@@OmniOmnium @OmniOmni No sir I did understand well and I'm in direct contact with some lads on UE. During release and official specifications, it is mentioned that artists won't have to worry about poly counts, baking their models. Bryan clearly mentions in the presentation that you'll be able to export from modeling software to UE5 without any optimisation. The test scene isn't all megascans, the statues inside are modeled by an artists and it is again mentioned that those are real geometry, no baking or any trickery. You say PS5 doesn't a have a magic power to run it smoothly and you are correct, but who said it's cause of PS5 anyways? It's because of Nanite. It's a virtualized geometry tech that some companies have already started using. You don't even have to read official paperwork, their release presentation video again is said "I want to be able to export my Zbrush without any worries" and that's what they claim it does. So unless you want your game to run on a 5 year old machine, you literally care about looks and save massive amount of time. As it comes to animation, its pretty much the same. Check out Metahumans and the lads working there, it's a high fidelity, high poly, 8K humans which are even ready for UE4 without problem, let alone the fact that it is actually made for UE5. So yea, you still do baking, retopo for now, but in just 1-2 years, we will not. You might still do some of that for extremely detailed things but it's a mere nuisance.
@@OmniOmnium I agree on some specific "animated" meshes but still, most of the time on game design goes to static mesh and level design modeling which means all detailed meshes will require the painful high to low as well as baking. Metahumans is early access as it made for UE5 so I'm pretty sure it was made to be high quality running smoothly. Other than very specific animated meshes (which in that case you can do your optimization) next gen is all about time saving with no quality penalty. I'm a game dev and a 3d artist at my own indie group.
Excellent tutorial
Thanks you very much bro
Buen video!
Alguien que explica bien como es el proceso!! Gracias!! Thanks!!
Gooooood vid
Question: Do you have to UV unwrap the High Poly model or only the Low Poly?
nope, only the low poly
The Parabox wouldnt you need to unwrap the high poly so you can bake the maps?
@@racheleprojects no, the high poly is giving you geometry information, the UV is
only in the low poly
The Parabox ah you’re totally right. I just had a brain fart, thanks!
It's not clear to me what maps I need to make for different assets - for example: Is it acceptable if something like the minigun shown in this video doesn't have a normal map? Would it still be a high-quality asset?
Anyway, the video was great.
You dont need always all the maps, for example for hand-painted style you only need the base color, but for objects like the minigun if you don't have a normal map it is going to look very low poly
@@theparabox Ok. Thanks for the quick response.
I'm just here cause I thought this was dark and darker
Its so sarcastic here
damn thxx
si tansolo estuviera en español jashdja
en mi canal está el mismo video en español
Not 100% correct. There is also the possibility to start with a low poly model and than use this to create a high-poly model.
Well explained, thank you