How to BAKE PERFECT TEXTURES for AAA Game Characters

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  • čas přidán 4. 09. 2024

Komentáře • 66

  • @kaziaoualwanis3819
    @kaziaoualwanis3819 Před rokem +7

    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 !

  • @keelfly
    @keelfly Před 3 měsíci +1

    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.

  • @michielhoeijmans
    @michielhoeijmans Před 10 měsíci

    In one afternoon I've learned more than 4 years of art school, you're a hero!

  • @_TetKaneda
    @_TetKaneda Před 10 měsíci

    Great contribution. Great tutorial. You have my like. Thank you so much. Greetings

  • @CrazyMeansCreative
    @CrazyMeansCreative Před 9 měsíci

    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

    • @jchave7
      @jchave7  Před 9 měsíci

      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

    • @CrazyMeansCreative
      @CrazyMeansCreative Před 9 měsíci

      @@jchave7ahh I see! Thank you for the response!

  • @TalhaRiaz197
    @TalhaRiaz197 Před rokem

    So underrated Channel ever 😍

  • @rohitdoiphode4948
    @rohitdoiphode4948 Před 8 měsíci

    nice work buddy

  • @marvcg
    @marvcg Před rokem

    Great info, thank you.

  • @christianlee1423
    @christianlee1423 Před rokem

    thank you. VERY VERY HELPFUL

  • @fernandopetuco9634
    @fernandopetuco9634 Před 9 měsíci

    Amazing tutorial! How many polygons does the high poly face have?

  • @yuipham2607
    @yuipham2607 Před rokem

    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!

    • @jchave7
      @jchave7  Před rokem +1

      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

  • @ollyhowell7537
    @ollyhowell7537 Před rokem

    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

    • @jchave7
      @jchave7  Před rokem +1

      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

  • @franklambeth1148
    @franklambeth1148 Před rokem

    THANK YOU

  • @meowienekouwu8263
    @meowienekouwu8263 Před rokem +1

    Is it possible to bake Zbrush polypaint texture in marmoset and then continue working on it in substance painter? Very informative video BTW :)

    • @jchave7
      @jchave7  Před rokem

      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!

  • @mezimforte79boribay79

    thank you

  • @Kampotscity
    @Kampotscity Před rokem

    *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*

    • @jchave7
      @jchave7  Před rokem

      I have some samples of RTX eyes on my store you can check out, and see how they’re set up! 🤘🏽 hope that helps

  • @welloliveira6649
    @welloliveira6649 Před rokem

    Very cool, thanks for this video. What's better, baking in Marmoset or Substance Painter yet?

    • @jchave7
      @jchave7  Před rokem

      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.

  • @maxpaguer6920
    @maxpaguer6920 Před 8 měsíci

    Thanks for the video, Great Job
    quick question, How do you name and bake floaters in your mesh?_high

    • @jchave7
      @jchave7  Před 8 měsíci +1

      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

    • @maxpaguer6920
      @maxpaguer6920 Před 8 měsíci

      @@jchave7 thanks a lot have a good day c:

  • @sadrashariaty9426
    @sadrashariaty9426 Před rokem

    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?

  • @betoayala.youtube
    @betoayala.youtube Před 3 měsíci

    what version of marmoset did u use?

  • @DailyMotivationalBoostt

    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.

    • @jchave7
      @jchave7  Před rokem

      I prefer the tools in marmoset. Easier to view and correct errors than painter.

  • @nluan711
    @nluan711 Před 9 měsíci

    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?

    • @jchave7
      @jchave7  Před 9 měsíci +1

      Yup. They’re the same.

    • @nluan711
      @nluan711 Před 9 měsíci

      @@jchave7 Thanks you.

  • @Chase3d304
    @Chase3d304 Před rokem

    You always decimate your High poly export? Even for AAA game characters?

  • @eugenplesca4781
    @eugenplesca4781 Před rokem

    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.

    • @jchave7
      @jchave7  Před rokem +1

      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.

    • @eugenplesca4781
      @eugenplesca4781 Před rokem

      @@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.

  • @gabriele210596
    @gabriele210596 Před rokem

    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

    • @jchave7
      @jchave7  Před rokem

      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.

    • @gabriele210596
      @gabriele210596 Před rokem

      @@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.

    • @jchave7
      @jchave7  Před rokem

      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!

  • @Damian_h
    @Damian_h Před rokem

    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.

    • @jchave7
      @jchave7  Před rokem

      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

    • @Damian_h
      @Damian_h Před rokem

      @@jchave7 yea substance is a bit limited in terms of positioning objects.

  • @davidwilson932
    @davidwilson932 Před rokem

    Great tutorial, very helpful. Can I ask why you do your baking in Marmoset over Substance painter?

    • @jchave7
      @jchave7  Před rokem +1

      Thanks, I prefer the toolset and that I can fix my maps inside marmoset directly if I get any baking issues!

  • @lawrence9713
    @lawrence9713 Před 11 měsíci

    does this apply to substance as well?

    • @jchave7
      @jchave7  Před 11 měsíci

      Ya pretty cross useable

  • @iCamSkiEz
    @iCamSkiEz Před rokem

    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?

    • @mad616
      @mad616 Před rokem

      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.

    • @jchave7
      @jchave7  Před rokem

      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.

  • @vanlinhtran3681
    @vanlinhtran3681 Před rokem

    unreal ?

  • @kriros97
    @kriros97 Před 6 měsíci

    I don't know why but this doesn't work, it bakes nothing

  • @edmundzhong6178
    @edmundzhong6178 Před rokem

    Too many polycounts for games.