Amazing video. Please make a video to teach people how they do not need to manually unwrap every asset and how to know which one should be manually unwrapped vs others that could be quickly done automatically to increase productivity. Many people seem to believe, that they should manually UV everything out there.
Thank you so much for this video! I couln't figure out why marmoset couldn't take my high when it was the same name as my low... I did exported as an obj from zbrush so I guess that I'll just stick to fbx then with your preset :O
Thank you so much for these videos, learnt a lot. Do you have a plan to make a AAA quality texture for AAA games in near future? Can' t wait to see your next videos!
Of course! We’ll I have some stuff on this channel already. I do plan to do a texturing video on this guy as well. If you wanna see a full character you can check out my course over at artstation learning as well. That demos more texturing
thanks so much for your tutorials! they've been super helpful in helping me to figure out where i've been going wrong with my own bakes -- one thing i was wondering was in your uv tutorial you mentioned not exporting your lowest subdiv level to act as your low poly mesh, which subdiv level do you normal use if that's the case? does it vary subtool to subtool or do you try to keep consistency across all when exporting out your low? again, thanks for these tutorials! can't wait to watch the next
So ya that was purely dependent on this project just because my low poly was on the lower side. I used the second sud div just to smooth the model out. For production work I wouldn’t do this but that’s because my low poly is more tri count dependent
*Thanks a lot for this tutorial, can you make a lesson for RTX eyes setup, please ?* *because the eyes setup for RTX and without RTX gives different results*
I don’t use many floaters on my models, but I would just name them as the object they’re used on. So for example if I used floaters on the crown, I would have the crown_high. I would also name the floaters crown_high as well
Thank you. What is the best texel density for baking 4k maps in your opinion? For example, is 20.48 texel density generally good for the whole character for bake and texture? What's your take on texel density in general? Do you keep the texel density of all areas in the same amount or it differs?
Great video! I have a question when I'm importing my low poly into marmoset toolbag for some reason it keeps the colors of the materials that I assigned to each texture set in maya, do you have any idea how can I fix this? maybe I need to check some settings when exporting as fbx.
It is importing the material information and creating materials for the model. So if you don’t want the colors you can go to each material created and turn it back to white. I don’t believe that is a feature you can turn off.
@@jchave7 The thing is I did the same as you in the video, I created groups for each texture set that I have then created some materials that I assigned to my texture sets, color coded them and exported as fbx but when you imported your low poly into marmoset all your materials where white but for me they are all the color that I assigned in maya unless I change the color manually to white.
Hi Jared, I would like to ask you a question. when the project is formed (as in your case) by nearby objects that share the same UV map (in your case armor) how do you bake avoiding that they overlap? do you work only with cage values? or is there a technique where you divide the objects and marmoset recognizes them via the ID map to process them in sequence in the bake? (example armor LP to armor HP) for example to try to prevent a piece of armor from being mixed with the head in the bake
Hey ya, I have a video on my channel actually showing the process of baking this piece. It’s using the suffix high low and naming my models to get proper bakes.
@@jchave7 thank you so much, actually i had seen the video but my mistake was really stupid.... i used LP and HP text instead of low poly and high poly, sorry if i bothered you and thank you very much. I will be watching the whole alien series soon, it looks really interesting, great great work.
No problem at all! Ya the syntax baking can be a pain if you miss name something. I usually copy paste the names to ensure they’re the same. And just switch the end string!
substance really need to implement 3D movement on its interface is almost 2023 and if u exported from z brush a rotated object there is no way posible to flip it inside substance u have to re export all over again. Also preview the cage like marmoset would be awesome. So yea Marmoset all the way.
The reason I’m my opinion substance doesn’t allow you to rotate the objects most likely has to do with it would break your textures. When texturing painter stores your stores with the use of a position date map so that if you export the model back in with UV changes and can use that info to reproject your textures back on correctly. Without it you’d have to insure you never change your model once you start texturing
Just out of interest is there a percentage for how much quality you will lose when baking down? I assume it's not a 1-1 and you wont maintain complete quality right?
Textures (pixels) can hold so much more information that people assume. Often a "bake mesh" (lowpoly with additional support loops) helps to get rid of baking errors. In terms of quality it really depens what your target texture is. Usually you don't do super high frequency details because you use a tiling normal detail map for that. Other than that I think it retains 90-95% of its original sharpness usually.
No you won’t retain complete quality. You retain up to the resolution that the baked map is. The higher the resolution is here the more info you can have transferred over. For game assets we don’t work with UDIMs so we tend to be limited by single texture sets for things like the head so we don’t necessarily end up with a 1 to 1 result but there are tricks to add back in some of the high quality detail back.
Well you said it , its one of the most satisfying thing to see the bakes go well x)
Good video as always can't wait to see the next videos !
🙏🏽
Amazing video. Please make a video to teach people how they do not need to manually unwrap every asset and how to know which one should be manually unwrapped vs others that could be quickly done automatically to increase productivity. Many people seem to believe, that they should manually UV everything out there.
In one afternoon I've learned more than 4 years of art school, you're a hero!
🥹🥰
Great contribution. Great tutorial. You have my like. Thank you so much. Greetings
🤘🏽
Thank you so much for this video! I couln't figure out why marmoset couldn't take my high when it was the same name as my low... I did exported as an obj from zbrush so I guess that I'll just stick to fbx then with your preset :O
Ya OBJ files tend to be bigger in my experience and not as user friendly as FBX. Them being bigger files has posed issues for me in the past
@@jchave7ahh I see! Thank you for the response!
So underrated Channel ever 😍
🙏🏽
nice work buddy
Great info, thank you.
thank you. VERY VERY HELPFUL
Amazing tutorial! How many polygons does the high poly face have?
High poly maybe 20 mill. Low poly probably like 20k
@@jchave7 Thanks
Thank you so much for these videos, learnt a lot.
Do you have a plan to make a AAA quality texture for AAA games in near future?
Can' t wait to see your next videos!
Of course! We’ll I have some stuff on this channel already. I do plan to do a texturing video on this guy as well. If you wanna see a full character you can check out my course over at artstation learning as well. That demos more texturing
thanks so much for your tutorials! they've been super helpful in helping me to figure out where i've been going wrong with my own bakes -- one thing i was wondering was in your uv tutorial you mentioned not exporting your lowest subdiv level to act as your low poly mesh, which subdiv level do you normal use if that's the case? does it vary subtool to subtool or do you try to keep consistency across all when exporting out your low? again, thanks for these tutorials! can't wait to watch the next
So ya that was purely dependent on this project just because my low poly was on the lower side. I used the second sud div just to smooth the model out. For production work I wouldn’t do this but that’s because my low poly is more tri count dependent
THANK YOU
Is it possible to bake Zbrush polypaint texture in marmoset and then continue working on it in substance painter? Very informative video BTW :)
Yes, inside marmoset you can bake out vertex color to a map. So you can bake that an bring it to painter as a starting point!
thank you
*Thanks a lot for this tutorial, can you make a lesson for RTX eyes setup, please ?*
*because the eyes setup for RTX and without RTX gives different results*
I have some samples of RTX eyes on my store you can check out, and see how they’re set up! 🤘🏽 hope that helps
Very cool, thanks for this video. What's better, baking in Marmoset or Substance Painter yet?
I like marmoset because if it’s abilities to correct your maps. If painter had those features I’d stay in it for easy of use.
Thanks for the video, Great Job
quick question, How do you name and bake floaters in your mesh?_high
I don’t use many floaters on my models, but I would just name them as the object they’re used on. So for example if I used floaters on the crown, I would have the crown_high. I would also name the floaters crown_high as well
@@jchave7 thanks a lot have a good day c:
Thank you.
What is the best texel density for baking 4k maps in your opinion?
For example, is 20.48 texel density generally good for the whole character for bake and texture?
What's your take on texel density in general? Do you keep the texel density of all areas in the same amount or it differs?
what version of marmoset did u use?
4
Hey, amazing work but I have one question. Why bake in marmoset while u can bake in substance :) Looking forward for your answer. Take care.
I prefer the tools in marmoset. Easier to view and correct errors than painter.
I have a question sir. Does the material you assign for the texture set in maya determine the look of your texture set's material in Substance?
Yup. They’re the same.
@@jchave7 Thanks you.
You always decimate your High poly export? Even for AAA game characters?
Yup
@@jchave7thanks :D
Great video! I have a question when I'm importing my low poly into marmoset toolbag for some reason it keeps the colors of the materials that I assigned to each texture set in maya, do you have any idea how can I fix this? maybe I need to check some settings when exporting as fbx.
It is importing the material information and creating materials for the model. So if you don’t want the colors you can go to each material created and turn it back to white. I don’t believe that is a feature you can turn off.
@@jchave7 The thing is I did the same as you in the video, I created groups for each texture set that I have then created some materials that I assigned to my texture sets, color coded them and exported as fbx but when you imported your low poly into marmoset all your materials where white but for me they are all the color that I assigned in maya unless I change the color manually to white.
Hi Jared, I would like to ask you a question. when the project is formed (as in your case) by nearby objects that share the same UV map (in your case armor) how do you bake avoiding that they overlap? do you work only with cage values? or is there a technique where you divide the objects and marmoset recognizes them via the ID map to process them in sequence in the bake? (example armor LP to armor HP)
for example to try to prevent a piece of armor from being mixed with the head in the bake
Hey ya, I have a video on my channel actually showing the process of baking this piece. It’s using the suffix high low and naming my models to get proper bakes.
@@jchave7 thank you so much, actually i had seen the video but my mistake was really stupid.... i used LP and HP text instead of low poly and high poly, sorry if i bothered you and thank you very much. I will be watching the whole alien series soon, it looks really interesting, great great work.
No problem at all! Ya the syntax baking can be a pain if you miss name something. I usually copy paste the names to ensure they’re the same. And just switch the end string!
substance really need to implement 3D movement on its interface is almost 2023 and if u exported from z brush a rotated object there is no way posible to flip it inside substance u have to re export all over again. Also preview the cage like marmoset would be awesome. So yea Marmoset all the way.
The reason I’m my opinion substance doesn’t allow you to rotate the objects most likely has to do with it would break your textures. When texturing painter stores your stores with the use of a position date map so that if you export the model back in with UV changes and can use that info to reproject your textures back on correctly. Without it you’d have to insure you never change your model once you start texturing
@@jchave7 yea substance is a bit limited in terms of positioning objects.
Great tutorial, very helpful. Can I ask why you do your baking in Marmoset over Substance painter?
Thanks, I prefer the toolset and that I can fix my maps inside marmoset directly if I get any baking issues!
does this apply to substance as well?
Ya pretty cross useable
Just out of interest is there a percentage for how much quality you will lose when baking down? I assume it's not a 1-1 and you wont maintain complete quality right?
Textures (pixels) can hold so much more information that people assume. Often a "bake mesh" (lowpoly with additional support loops) helps to get rid of baking errors. In terms of quality it really depens what your target texture is. Usually you don't do super high frequency details because you use a tiling normal detail map for that. Other than that I think it retains 90-95% of its original sharpness usually.
No you won’t retain complete quality. You retain up to the resolution that the baked map is. The higher the resolution is here the more info you can have transferred over. For game assets we don’t work with UDIMs so we tend to be limited by single texture sets for things like the head so we don’t necessarily end up with a 1 to 1 result but there are tricks to add back in some of the high quality detail back.
unreal ?
Marmoset
I don't know why but this doesn't work, it bakes nothing
Too many polycounts for games.
😂