Retopology & Baking Maps in the NEW Substance Painter 2023

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  • čas přidán 13. 07. 2024
  • In this video we go through the process of retopologising a high poly model for video games, & setting up our ID maps so we can create masks for the new low poly model.
    We also go into the process for using our existing Zbrush models without retopology, and how we can use geometry masks using this method.
    #kratos #arnold #zbrush #zbrush #zbrush2022 #substancepainter #maya #gow #ragnarok #arnold #kratos
    If you have any questions or would like any of the files for this project, shoot me a message on ArtStation or Instagram.
    Join the Discord!
    / discord
    www.artstation.com/frank2223
    / animarch3d
    00:00 - Intro
    00:40 - Decimating your High Poly Model
    01:35 - Quad draw in Maya
    05:45 - UV Mapping the new Low Poly
    07:23 - Setting up the ID Map
    08:00 - Bringing your model into the NEW Substance Painter
    08:25 - Baking the High & Low Poly
    10:25 - How to use our new ID Maps
    11:15 - Method 2: Using your existing mesh
    12:14 - Organizing for Substance Painter
    14:08 - Baking the High & Low Poly
    14:50 - How to use Geometry Masks
    15:23 - Final Summary
  • Krátké a kreslené filmy

Komentáře • 25

  • @leopurometal
    @leopurometal Před rokem +4

    Thanks for sharing your knowledge. Concise and quality. I'm just starting and you cleared me several doubts. Thank you so much. Greetings from Uruguay

    • @animarch3D
      @animarch3D  Před rokem

      Glad I could be of help brother, starting out in 3D is a fun journey. I've got some more videos coming very soon, so hopefully that can help you further! Thanks for your support!

    • @leopurometal
      @leopurometal Před rokem +1

      @@animarch3D thank you very much brother! there are no schools in Uruguay and the only source is CZcams. Thanks for taking the time to make videos and share them with the community. super clear and straight to the point. Waiting for the new videos. send you a hug and good vibes

  • @jasmeetsingh4510
    @jasmeetsingh4510 Před rokem +2

    Detailed and precise explanation and great work!

    • @animarch3D
      @animarch3D  Před rokem

      Thank you so much, Glad it helped. A lot more content to come!

  • @marcusk9483
    @marcusk9483 Před rokem +1

    Now this is a high quality tutorial. Glad we met on Instagram.

    • @animarch3D
      @animarch3D  Před rokem +1

      Thanks Marcus, look forward to seeing more of your work as well

  • @sonjuneee
    @sonjuneee Před rokem +1

    great video. Thanks alot

    • @animarch3D
      @animarch3D  Před rokem

      You’re welcome! Glad you enjoyed

  • @ZXAMVs
    @ZXAMVs Před rokem +1

    Thanks for the video, really informative and precise❤. Recently I was trying different approaches for the retopo & baking process and it is great to see that some of them are used by professionals😄.

    • @animarch3D
      @animarch3D  Před rokem

      Thank you for the kind words Zexy, Glad you found it helpful! Keen to get the new tutorials on the channel soon!

  • @NightVisionOfficial
    @NightVisionOfficial Před rokem +1

    Awesome demo! I know how to use substance painter to bake, but i still enjoyed following the video.

    • @animarch3D
      @animarch3D  Před rokem +1

      Thanks, Good to know it’s even useful for the ones in the know! Cheers for the support

  • @polyman851
    @polyman851 Před rokem +1

    1st viewer some quality stuff👍

    • @animarch3D
      @animarch3D  Před rokem +1

      Thanks always for your support Polyman, Hope you find it helpful!

    • @polyman851
      @polyman851 Před rokem

      @@animarch3D Everytime buddy ur doing grt

  • @uzairbukhari8974
    @uzairbukhari8974 Před rokem +1

    When YT algorithm finally get its head straight. Amazing tutorial. Sub + Bell!

    • @animarch3D
      @animarch3D  Před rokem

      Letsss gooo! How good is that haha glad to have ya on the team, Thanks man!

  • @mattkaiser8984
    @mattkaiser8984 Před rokem +1

    Maybe dumb question, I’m totally new and don’t understand totally:
    Are we taking a highly detailed mesh and baking a snap shot of those details. Then, we simplify the mesh by removing the details. Then finally we bring the details back in the baked snap shot as a texture?
    Is that the technical process?

    • @animarch3D
      @animarch3D  Před rokem

      No such thing as a dumb question brother! So this is the general process.
      1. You have a high poly mesh, that you want to bake (or as you said snapshot the details) to a low poly mesh.
      2. Build the low poly mesh around the high poly so it’s the same size, in Maya or blender or wherever using a retopo tool.
      3. Bring that low poly into substance painter
      4. Load the high poly in to bake the high res details to that new low poly mesh. Which is then now held in the texture information.
      Hope that helps man, if you need any more help hit me up on Insta or ArtStation and I can give you the working files 👌🏼

    • @animarch3D
      @animarch3D  Před rokem

      The second method, is closer to what you have said though yep.
      Take a simplified version of a high poly, and bake the high poly details to that simplified mesh.
      This method requires no retopo, and just used a lower subdivision of the existing mesh. So yea you had that process down by the sounds of it!

    • @mattkaiser8984
      @mattkaiser8984 Před rokem +1

      @@animarch3D Oh, thank you!
      It depends on what you want to do though right?
      If I want mesh deformation for cinematic or cutscenes, I do the first method?
      The second method works if it’s not going to be closely seen?
      Also, do the details you bake onto the low poly mesh, will those deform properly? Like in the case of this glove: if the character moves the fist deforming the wrist, will the baked details deform properly? Or will they stretch?

    • @animarch3D
      @animarch3D  Před rokem

      Correct, so the first method is more of a game engine workflow, for every high poly
      Mesh, you’ll have a new retopod low poly.
      Ad as far as deformation, that’s where you need to be a bit clever with adding extra loops to allow for deformation, and where to hide your UV seams!
      I would almost always do some version of retopology if I was doing a cinematic or game character. But if you’re just rendering a portfolio piece none of that really matters. Hope that helps man!

    • @mattkaiser8984
      @mattkaiser8984 Před rokem +1

      @@animarch3D Awesome! I'm subscribed, I just got into this a couple of days ago. I'm a programmer by trade, but I can't stop geeking out about this stuff. Now I'm looking at the world differently after learning about topology and modeling. Thanks for the help!