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3D CHARACTER FULL BAKING GUIDE

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  • čas přidán 15. 08. 2024
  • Instagram: www.instagram....
    Artstation: www.artstation...
    Skip intro: 0:32
    Naming convention: 0:53
    Material ID: 2:14
    UV: 4:22
    Clean up: 5:26
    ZBrush: 7:28
    ID Vertex Color: 9:38
    Substance settings: 10:48
    TIPS bake: 14:50
    Fixing bake: 15:26
    #ZBrush #SubstancePainter #3D #Maya #Tutorial

Komentáře • 112

  • @Nate-pq4qg
    @Nate-pq4qg Před 3 lety +25

    The ambient occlusion painting fix is a life saver, wish I knew about that a year ago!

    • @niteshshrestha8529
      @niteshshrestha8529 Před 2 měsíci

      Hey got a quick question, after we fix AO, do we export the texture like we usually do if we wish to take the textures to unreal?

  • @HelloFabs
    @HelloFabs Před 2 lety +6

    The ambient occlusion advice is ALWAYS overlooked in other tutorials, but here, you made sure to explain about it, among so many other great tips.
    Thank you so much!!

  • @pitchblockgames9395
    @pitchblockgames9395 Před 25 dny

    Definitely the best step by step baking tutorial I’ve come across. Do you have a video on retopping?

  • @davidtikwa423
    @davidtikwa423 Před 3 lety +2

    you can also make sure it bakes by same mesh name in the AO settings in the baker. saves on cleanup aswell also could play with outer and inner ray distance for those spots but its a nifty trick for sure the painting one been using it a lot :)

  • @prashanth7968
    @prashanth7968 Před 2 lety

    Thank you so much... Last tip fixing AO is such a treasure found. Thanks again...

  • @pyros.
    @pyros. Před 2 lety

    Me out here vibing to Lensko's music in the background "Let's go"
    Great tutorial and music, what more could I ask for.

  • @shankardas531
    @shankardas531 Před 2 lety +1

    Nice Work Annabelle. Thank you

  • @nilexh3476
    @nilexh3476 Před 2 lety +2

    Best baking guide video so far, thank you so much, Anna!

  • @itsmesreelal
    @itsmesreelal Před 2 lety

    So much useful... Over 2,3 years using substance painter... never find Ao tricks... thanks so much....☺☺☺

  • @Bianca-ik2yi
    @Bianca-ik2yi Před 3 lety +1

    this video is a godsend you have no idea (to find something with my exact workflow/programs)
    i am so grateful to you !!!! definitely will be referring to this from now on

    •  Před 3 lety +1

      Thanks Bianca, Glad this came helpful! :)

    • @Bianca-ik2yi
      @Bianca-ik2yi Před 3 lety

      @ hey question though, you have each material/item of clothing on its own UV tile here? so youre using 5 different tiles? :O

  • @vincentz2631
    @vincentz2631 Před 4 měsíci

    Thank you for the video Anna.

  • @arnost6283
    @arnost6283 Před 6 měsíci

    5/5 thank you for the video!

  • @Kombatant777
    @Kombatant777 Před 2 lety

    This is the second useful video where a young and creative girl answered my most pressing questions about organizing my own pipeline. I think I can repay you now with the same coin, if I say what is best to bake in Marmoset Toolbag. The quality is better, you can also visually correct such spots that you described in the video thanks to simple and visual tools. You can even texture and I have not yet tried how something simple will be- will definitely try. Thank you again

  • @svetlanaflorissan275
    @svetlanaflorissan275 Před 2 lety

    The last minutes of video were so helpful for me! THANKS!

  • @user-gj3hf1fo7m
    @user-gj3hf1fo7m Před 8 měsíci

    Thnx for tutorial ❤

  • @Steven-pt7ph
    @Steven-pt7ph Před 3 měsíci

    Thank you soo much

  • @user-ew8qg5vu7g
    @user-ew8qg5vu7g Před 3 lety +6

    Thank you a lot especially for the last tricks with editing ao and normal maps. I had always had a headache after those black spots and thanks to you I have known how to fix it without building up a perfect cage). Could you show your process of creating hair?)

    •  Před 3 lety +3

      Thanks! Yes its a video Im trying to figure out how to put together, eventually I will film it :)

    • @predel_romana
      @predel_romana Před 2 lety

      Бондаренко не прошел, жаль

  • @pfifferling6811
    @pfifferling6811 Před 5 měsíci

    thank you for this concise and well structured tutorial

  • @daxmiller2670
    @daxmiller2670 Před 3 lety +1

    i love u, you literally save my life with this video

    •  Před 3 lety

      Aww that’s amazing haha, glad you found the video life saving

  • @xPancakes4lyf
    @xPancakes4lyf Před 2 lety

    12:39 Ive been looking for an explanation for this for ages, thank you!

  • @redcatchem2345
    @redcatchem2345 Před 3 lety

    comprehensive and to the point.

    •  Před 3 lety

      Thanks a lot, really appreciate it ^^

  • @karimatrous6384
    @karimatrous6384 Před 2 lety

    exactly what i was looking for awesome work

  • @bacleedon5670
    @bacleedon5670 Před 2 měsíci

    Coool

  • @avikdafadar4641
    @avikdafadar4641 Před 3 lety +1

    Good explainer 😁👍

    •  Před 3 lety +1

      Thanks a lot :D

  • @manuellovera7083
    @manuellovera7083 Před 6 měsíci

    OMG! Thank's you so much, this video is a life saver

  • @elizasolis2854
    @elizasolis2854 Před 3 lety

    Awesome! Super simple explanation, loved it! Looking forward to more videos!

    •  Před 3 lety

      thank you so much! yes coming soon hehe

  • @amraboelmagd9144
    @amraboelmagd9144 Před rokem

    Thank you so much .. I Would like to add that there are some nice plugins for Zbrush to ease up the naming,coloring process before baking that will do everything in one click just like a free one called FJtools

  • @AeditZ
    @AeditZ Před rokem

    awesome awesome awesome awesome 😎

  • @ravinishad1683
    @ravinishad1683 Před rokem

    Good

  • @Lorandkovstudios
    @Lorandkovstudios Před 3 lety

    The Force is strong with this one

  • @Gr33nDeman
    @Gr33nDeman Před 3 lety

    That was an excellent tutorial! Thanks!

    •  Před 3 lety

      thanks a bunch! ^^

  • @Zandatsu336
    @Zandatsu336 Před 3 lety

    Thank you very much for the normal and AO painting, it save alot of time...already subcribed to you channel, cannot wait to see your others game art trick

    •  Před 3 lety

      Thnk you! Glad it could help!! And yup am currently searching for my next video subject :)

  • @jayantsarkar2900
    @jayantsarkar2900 Před 3 lety

    Awesome video with very helpful information 😍

    •  Před 3 lety +1

      thank you so much! glad it helped!

    • @jayantsarkar2900
      @jayantsarkar2900 Před 3 lety

      I have a doubt! What is the diffrence on opengl and directx that you selected on frist on sustance painter, one more please what did you ment by near clip and high clip cage when you said " I will try to increase near clip frist then have second try if it does not fixes " ? (Sorry for my bad English)

    •  Před 3 lety +1

      ​@@jayantsarkar2900 In terms of normal maps, the difference result in how the green channel of a RGB texture should be interpreted. OpenGL expects the first pixel to be at the bottom while DirectX expects it to be at the top. Check this image out! forum.derivative.ca/uploads/default/original/2X/8/8b56f96420ab1b5281646318108a9a2c3b761352.png
      And tbh honest I dont know how to better explain the near clip thing other than with the sketch I did in the video, so I suggest you check this out: forum.substance3d.com/index.php?topic=34870.0

    • @jayantsarkar2900
      @jayantsarkar2900 Před 3 lety

      Thank you so much for the info

  • @abs6272
    @abs6272 Před 2 lety

    Thanks so useful!

  • @llR0ckyll
    @llR0ckyll Před 2 lety

    This video has helped me finally figure out how low res models always retain so much detail! Ive been trying to figure this out for literally, years; as 3d modelling and sculpting is only a hobby. Thank you!

    •  Před 2 lety

      glad I could help in some ways :D

  • @letoatreides8098
    @letoatreides8098 Před 4 měsíci

    Good job. Really great tutorial!
    This works great if you can split up your model in equal parts. I'm having an issue with a model that's mostly metal and I want all metal to use the same material. I'm not sure what's the best approach here.
    I can't fit all the metal into one texture tile, I need two tiles, but then the UV:s are both in the 0-1 UV tile if I use this approach so it will bake on top of each other. I don't want to put different materials on the metal parts because it's supposed to be the same metal.
    If I use two different materials then I have to texture the parts and make sure the metal looks the same in both sets.
    If I use udims it would work, but then I have to merge all tiles back after I export my textures which is a PITA.
    What do you suggest?

  •  Před 3 lety

    You got my thumb up with the ID map baking.

    •  Před 3 lety

      Haha glad I inserted that in the video then (and thanks!)

    •  Před 3 lety

      @ Do you know if its possible to export in one texture but using different materials in substance? Having the UVs correct.. of course. I envy you, you have nice chars on artstation. C'est magnifique

    •  Před 3 lety

      @ I don't think that there is a way to do that, and I'm actually wondering why you would want to do that. Because if you did have every material sent as one texture it would overlapp.
      I suggest you put everything in one matérial instead and place the uvs accordingly (hope that answers your question😅)

    •  Před 3 lety

      @ oh no, I mean having each part with their space on UVs.. main reason: Sometimes you would like to produce fast and collapse in one texture instead of many. Mobile devices mainly

    •  Před 3 lety

      Another question.. does it have to be separated high poly meshes? Does It not get through layers if they are named...?

  • @user-vv4hp5yd1i
    @user-vv4hp5yd1i Před 3 lety

    cool tutorial!

  • @WorkbrandAssets
    @WorkbrandAssets Před 2 lety +1

    Would love to see your workflow for making the low poly version 😀

    •  Před 2 lety

      Currently working on an entire workflow video :)
      So be on the lookout!

  • @chadyonfire7878
    @chadyonfire7878 Před 2 lety

    thx very helpful

  • @randomizerjacker6169
    @randomizerjacker6169 Před rokem

    Hello Annabelle i found your tutorials very handful really very expressive well i request from you if it is possible that you make for the beginners like me a full 3D character workflow tutorial plus rendering i will be very thankful and thank you again

    •  Před rokem +1

      Thank you so much, yes that has been highly requested.
      I’ll try to make it as my next video :)

  • @ashishnikhil6132
    @ashishnikhil6132 Před 2 lety

    thx a lot

  • @Karlitaestrella
    @Karlitaestrella Před 8 měsíci

    Great video!
    A question
    To get a better AO , you can xplode or separate the parts of the Character and baked like that and next reimport that map right?

  • @_s_s_world_
    @_s_s_world_ Před měsícem

    Very interesting but for me unclear, why every UVs insame tile and not choose UVtiling option in Substance... how its work?
    also not clear for me is materials, you assign some mats in maya but add vertex color in high polys in zbrush too, so what is metter for substance?

  • @shayandutta2295
    @shayandutta2295 Před 26 dny

    I understood everything in your tutorial. However, I have one question. How to create the low poly mesh from the high poly in maya?

  • @nickholl
    @nickholl Před 2 měsíci

    do you have any tips on baking mouth cavities? With mouth closed i always get so many artefacts around the mouth/lips

  • @kukkutdas4621
    @kukkutdas4621 Před rokem

    is it good to bake the model with the mouth closed, because im getting artifacts in the lips area where the lower lip and upper lips touches and also in the mouth cavity,, so when baking a character should i keep the mouth opened, but then im concerned about texture stretching because the mesh is getting deformed while the mouth is being opened..

  • @bkzzzzz
    @bkzzzzz Před 2 lety

    Thank you for the video was very informative. can you also do video on Rigging and skinning Human in Maya?

    •  Před 2 lety

      Will be next hopefully :)

  • @a.t.r.
    @a.t.r. Před rokem

    Hi, thanks for the tips. I only use Blender unfortunately...would you be able to show what option to choose for Blender instead of Maya?

  • @DeepFriedGoblin
    @DeepFriedGoblin Před 4 měsíci

    Is there a reason why id maps from zbrush wouldn't show up in blender and/or substance painter?

  • @SVisionary
    @SVisionary Před 3 lety

    Thanks for the video. What about difficult things to bake like thin materials like straps that are hanging away from the body, acute/obtuse angled geo, and other very common tricky areas such as between fingers, inside noses, the mouth etc?

    •  Před 3 lety +1

      usually, when I dont get results I like within substance, I use other softwares like Xnorml or marmoset, and then import it in substance. (idk if that kinda of answers your question?)

    • @SVisionary
      @SVisionary Před 3 lety

      @ Fair enough. You mostly answered in your video through the editing process you showed. The problem with some of the things I mentioned however is that even painting over those areas that have issues doesn't always resolve the problem, can even make it worse.

  • @StevenHuynh3D
    @StevenHuynh3D Před rokem

    Hi Im a little late on this video. I had one question regarding making ID colors in zbrush. I understand how to fill colors before the merge. My question is, do you have to unwrap in zbrush the high poly models to keep the color info? Or can you just export after assigning the colors? Thank you for your time ans sharing your knowledge.

  • @AllThatJuice-
    @AllThatJuice- Před 2 lety

    is it possible to bake multiple high poly meshes from one FBX file, rather than exporting each individual piece as its own fbx?
    so for example, name all the high poly pieces in 3ds/maya etc, similar to the low poly, then export as one fbx?

    •  Před 2 lety

      Yes you can totally do that as well :)
      I just prefer to have them individually for more control

  • @Khlyn
    @Khlyn Před rokem

    Tytyty

  • @MeghaSharma-jx4xn
    @MeghaSharma-jx4xn Před 8 měsíci

    Can somebody please explain me step by step how to export from zbrush to substance when u have multiple subtools 😭

  • @pygmalion8952
    @pygmalion8952 Před rokem

    how didn't you get any error on areas like mouth cavity?

  • @eritumakafakafo3008
    @eritumakafakafo3008 Před 2 lety

    ​ @Annabelle Sémaan Yo! i got troubles with assets like your pocket near belt. Is it merged to anything? And is it merged by zmodeler to something? Or maybe u merged it's verticles with other clothes in maya/blender? I really have no idea what to do with my pockets. I'm doing jacket and i can t figure out how to retopologise it. Should it be together or splited? Should it be merged somehow? Please answer! Love your guide!

    •  Před 2 lety

      Join my discord so the community can be all in on your problem, you can also share images :)

    • @eritumakafakafo3008
      @eritumakafakafo3008 Před 2 lety

      @ where i can find an invite?

    •  Před 2 lety

      @@eritumakafakafo3008 link is in the ddescription of my videos

  • @zokitofaraon7807
    @zokitofaraon7807 Před 2 lety

    Hi Annabelle! do you know how can I bake my displacement map? I tried to bake my mesh in zbrush then import to substance painter but nothing change to my mesh. Do you have any alternative way?

  • @rohitvitthalpawar2927
    @rohitvitthalpawar2927 Před 3 lety

    hi im rohit pawar from india ,this is very usefull video for me , thanks fo this !
    can you help me? about how to export zbrush fibermesh to maya for rendering in arnold

    •  Před 3 lety +1

      welcome! to export it, simply use the fbx export in the zplugin :)

    • @rohitvitthalpawar2927
      @rohitvitthalpawar2927 Před 3 lety

      thank you :)

  • @wilsemoldo800
    @wilsemoldo800 Před 2 lety

    hi ! so many good tips in this video, congrats ! i have a question which is killing me.. when you bake the textures on the face ... how do you do so that the lip padding does not step on each other and there is no line left? I can think of some solutions, like baking the character with his mouth open but it seems somewhat cumbersome to me, It could also be done as you explain in this video but details would be lost on the lips .. what would you do? thanks and congratulations again for your video :)

    •  Před 2 lety +1

      Thank you so much! To answer your question, I find it easier to extract the normal from ZBrush
      .Or use xnormal to bake using the uvs
      This way there are no chance of having normal issues with overlapping!

    • @wilsemoldo800
      @wilsemoldo800 Před 2 lety

      @ What a quick response! Thank you very much for answering, i will try it !

  • @JaySamurai79
    @JaySamurai79 Před 2 lety

    Can anyone help me, I feel like I've hit a brick wall and starting to feel a bit burnt out working on my model.
    I'm a noob so please be patient with me. I've modelled a high res character in zbrush and have just finished the retopology using 3dcoat. I'm now trying to bake the details onto my character, but I'm just not getting it. I'm hoping someone can walk me through baking the details so I can take my model into 3ds max for animation and/or unreal engine.
    I have 3dcoat, substance painter and Toolbag 4 as options for baking. Any help would be appreciated

    •  Před 2 lety

      you should join my discord for any help, I suggest you look in the description :)

    • @JaySamurai79
      @JaySamurai79 Před 2 lety

      @ Hi thanks for the reply. Do you have a link for your discord?

    •  Před 2 lety

      @@JaySamurai79 discord.gg/YhP6EENkMP

  • @subhamsarkar7765
    @subhamsarkar7765 Před 2 lety

    Can you tell me what is the outfit style name for this

  • @blackout5145
    @blackout5145 Před 3 lety

    Can you please show your retopo workflow in your future video

    •  Před 3 lety

      sure thing :)

  • @ricarldoharris6037
    @ricarldoharris6037 Před 3 lety

    Did you take the artheros likeness class

    •  Před 3 lety

      No i did not, but i think someone from the class also did an Anakin haha

  • @svetlanaflorissan275
    @svetlanaflorissan275 Před 2 lety

    Hey, how much time takes to create character fullready for game based on 2d reference? [Pbr pipeline for unity or unreal engine] middle details

    •  Před 2 lety

      It realy depends on the character, but I would say in between 6 weeks to 4 months

  • @antonjilg8631
    @antonjilg8631 Před 3 měsíci

    Last thing does not work.

  • @dulamgovind8343
    @dulamgovind8343 Před 2 lety

    You are so beautiful ❤️

  • @PolyRoadChannel
    @PolyRoadChannel Před rokem

    en otras palabras substance se esta volviendo un asco en sacar mapas de normal y Ao