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!
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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
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
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!
@@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
Detailed and precise explanation and great work!
Thank you so much, Glad it helped. A lot more content to come!
Now this is a high quality tutorial. Glad we met on Instagram.
Thanks Marcus, look forward to seeing more of your work as well
great video. Thanks alot
You’re welcome! Glad you enjoyed
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😄.
Thank you for the kind words Zexy, Glad you found it helpful! Keen to get the new tutorials on the channel soon!
Awesome demo! I know how to use substance painter to bake, but i still enjoyed following the video.
Thanks, Good to know it’s even useful for the ones in the know! Cheers for the support
1st viewer some quality stuff👍
Thanks always for your support Polyman, Hope you find it helpful!
@@animarch3D Everytime buddy ur doing grt
When YT algorithm finally get its head straight. Amazing tutorial. Sub + Bell!
Letsss gooo! How good is that haha glad to have ya on the team, Thanks man!
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?
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 👌🏼
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!
@@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?
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!
@@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!