Transfer HIGH POLY details to LOW POLY object in Blender

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  • čas přidán 15. 06. 2024
  • In this tutorial you will learn how to drastically reduce polygon count in blender by baking a normal maps to a low poly object. You can use this technique to make game ready assets.
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Komentáře • 228

  • @Grizzermacht
    @Grizzermacht Před 9 měsíci +307

    Sad that the Starfield devs didn't see this video before release.

    • @RadiantMantra
      @RadiantMantra Před 6 měsíci +14

      The AutoCAD sandwich still gets me

    • @brunolopez9645
      @brunolopez9645 Před 6 měsíci +2

      @@RadiantMantra what do you mean with AutoCAD swandich, is it mean what i thought?, like model made in AutoCAD?

    • @bogdanborcea9788
      @bogdanborcea9788 Před 6 měsíci +2

      They don't have the engine for it.

    • @RadiantMantra
      @RadiantMantra Před 5 měsíci +23

      @@brunolopez9645 it's a sandwich seemingly made in a CAD software, no joke. The bread is like 100 n-gons and the lettuce and ham are like 20,000 faces. It's so funny

    • @durt214
      @durt214 Před 5 měsíci +12

      @@brunolopez9645 The circulated image was fake and made after the game's release, but basically the sandwich had 70k faces.

  • @Dapper_the_slapper
    @Dapper_the_slapper Před 9 měsíci +296

    When creating your texture map for your normals bake, if you check the 32bit float box it will bake a 16bit normal map. It will be a more accurate representation of your high poly and have no artifacts. Very important if you are baking normal maps for objects that have very low roughness.

  • @gamingneeded1902
    @gamingneeded1902 Před 10 měsíci +162

    Render with a single sample, it makes no difference to use more but makes the bake instant

  • @Shining4Dawn
    @Shining4Dawn Před 9 měsíci +115

    I think you can also go backwards with this process, meaning you can make a low poly model, then add a multires modifier, use sculpting tools to add details and then bake the normal map to keep the model low poly.

    • @farisazhari3583
      @farisazhari3583 Před 9 měsíci +4

      nice idea! I'm new to blender, do you have a tutorial to do this?

    • @Shining4Dawn
      @Shining4Dawn Před 9 měsíci +23

      @@farisazhari3583 Grant Abbit has a series of tutorials where he walks you through modeling a game-ready model of an axe. He makes a low-poly model, then duplicates it and increases the poly-count and adds detail with sculpting and then bakes the normal maps just as seen in this video.

    • @farisazhari3583
      @farisazhari3583 Před 9 měsíci +5

      @@Shining4Dawn I just saw the channel and I will follow it, thanks for the info bro

    • @Duhya
      @Duhya Před 8 měsíci +7

      This is super helpful for working quickly. But also i grew out of it because i found it easier to just work on a high poly and worry about simplifying later, as far as mental workload. Would prevent me from advancing on stuff because id just be thinking about how id low-high poly it, instead of simply adding as many details as i want.

    • @grayslimeguy8444
      @grayslimeguy8444 Před 5 měsíci +1

      i mean that makes sense but why would you want a higher poly count if you can replicate the look with low poly (this is coming from the stand point as a solo developer)

  • @user-yp3nl4qc1b
    @user-yp3nl4qc1b Před 6 měsíci +1

    This is amazing! I've been trying to find a more streamlined process to go from high poly to a model that can actually be used in maya to create large scenes and this is beyond helpful. Thanks!!

  • @RomanPittroff
    @RomanPittroff Před rokem +5

    I like this Video, particularly good explanation shows all the complete workflow without confusing things added on!

  • @jonmoberlycreative3d
    @jonmoberlycreative3d Před 11 měsíci +5

    This is very helpful this will work great on a full landscape from millions of polys down to a minimal amount thanks for sharing!

  • @Maxwolford
    @Maxwolford Před 11 měsíci +26

    Excellent! I feel much more confident after seeing how simple you made this process.

    • @bigtprime
      @bigtprime Před 8 měsíci

      You will be less confident when you will apply it.
      The video has been made with a very simple object with not much cavity. Depending on what you intend to bake, you can encounter lot of additionnal difficulties.

  • @andreacrisante6575
    @andreacrisante6575 Před 6 měsíci +2

    Finally someone who goes straight to the point! Amazing explanation about Blender bake on youtube, surely the best one. I don't like the way you unwrapp (because for sure you can do it better) but anyway nice choise, you made it simple things pretty hard to understand. Thank you.

  • @giovafncreative
    @giovafncreative Před 9 měsíci +19

    Thank you! The decimate modifier is so good! I made a bunch of rocks to use as a landscape decoration in my game, but they were around 10k triangles, now it's 500 triangles and they still look good🙂

  • @noahbeyer7421
    @noahbeyer7421 Před měsícem +1

    I worked for 1.5 days to figure this out by using the cage method. I tried everything to get my realistic head sculpt to have detail, but this tutorial worked. For some reason the cage methods kept letting me down but this alternate way did not. Amazing work please keep it up!

  • @Brett3am
    @Brett3am Před 7 měsíci +1

    Very clear and efficient process! Thank you!

  • @Digital_Creation_Y.C.
    @Digital_Creation_Y.C. Před 19 dny

    Thank you man! that was so difficult to understand before watching your tutorials , still in progress but I'm closer than ever! keep up the amazing work !

  • @sofyamakingart
    @sofyamakingart Před 8 měsíci

    Thank you for explaining it so well, so happy I found this tutorial!

  • @valdoryon
    @valdoryon Před 6 měsíci

    Excellent video, couldn't be more clear, thank you!

  • @davidjade1921
    @davidjade1921 Před 11 měsíci

    This tutorial helped me out a lot! Thank you!

  • @JoaoVSAguiar
    @JoaoVSAguiar Před 8 měsíci

    You say BAKE with so much energy. Loved it, even tho I'm not into blender or 3d rendering.

  • @Kuyuup
    @Kuyuup Před 9 měsíci +1

    Such an important tip! Thanks for sharing you're amazing

  • @samuelsimango120
    @samuelsimango120 Před 9 měsíci +1

    It was a really good lesson... I always render scenes with lot of polygons.... Thanks brow.

  • @Byt3me21
    @Byt3me21 Před 9 měsíci +1

    Thank you very much, this was a great lesson!

  • @ContradictionDesign
    @ContradictionDesign Před 10 měsíci

    Thanks! Very helpful. Good luck on your CZcams journey! It is quite the endeavor.

  • @needthistool
    @needthistool Před 7 měsíci

    Really fantastic walkthrough. Thanks!

  • @vivekjha9597
    @vivekjha9597 Před 6 měsíci

    I've been learning blender for about 6 months. It's amazing in many ways compared to fusion 360. Guys like you make every little tip so easy to understand. Thank you.

  • @sottozen
    @sottozen Před 2 měsíci

    Loved this tutorial very much! Thanks!

  • @tanguybarbaray5362
    @tanguybarbaray5362 Před 8 měsíci

    You resolved my issue with a fast video because other youtuber show plugin or other method, but this two method was fast and precise, so thanks. Ho, and now you are one French follower.

  • @liridoncani
    @liridoncani Před 10 měsíci

    Thank you so much for the multires method.Something new I learnt today

  • @wulfaxe7661
    @wulfaxe7661 Před 9 měsíci

    this tut would have helped me so much back in february when i started doing things with normals hahaha, all tutorials were a bit convoluted, and i couldn't understand them very well, but i eventually figured things out

  • @SLEEPING313
    @SLEEPING313 Před 10 měsíci +9

    Thanks 🤣🙏 I tried every tutorial and it was always doing smth weird or they were not explaining well or too fast but you explained this thing so easily and clearly

    • @3Dnot2D
      @3Dnot2D  Před 10 měsíci +3

      I'm glad that you like it.

  • @arminkhorsandipour
    @arminkhorsandipour Před 10 měsíci +1

    Wow, That was helpful
    Thank you so much✨

  • @Maxboun3204
    @Maxboun3204 Před 3 měsíci

    man i was stuck on this topic for so long, just now because of you i understand it, thanks

  • @ravendaee
    @ravendaee Před 8 měsíci

    Super useful tutorial, thank you !

  • @dreddd7980
    @dreddd7980 Před 6 měsíci

    Finally a tutorial that helped me bake the normals of my object thanks so much

  • @BarrettSmithBB
    @BarrettSmithBB Před 8 měsíci +42

    There's an addon called "JBake" that essentially automates that whole process. If you plan on baking a lot of normals, it's a worthwhile addon to have.

    • @user-ut6tw2ps4k
      @user-ut6tw2ps4k Před 7 měsíci +4

      Is it free?

    • @user-mu9tz1xc6n
      @user-mu9tz1xc6n Před 6 měsíci

      @@user-ut6tw2ps4k completely open source add-on, it's on git-hub and downloadable from some other places as well.

    • @ThroneOfBhaal
      @ThroneOfBhaal Před 6 měsíci

      Yes@@user-ut6tw2ps4k

    • @stealthygripen
      @stealthygripen Před 5 měsíci

      @@user-ut6tw2ps4k Yes, it’s made by CZcamsr Jayanam who also makes Blender tutorials.

    • @rajendrameena150
      @rajendrameena150 Před 4 měsíci +2

      Yes, it is

  • @moonmooooonnn
    @moonmooooonnn Před 10 měsíci

    Finally I understand about baking! Thank you so much!!!😭

  • @ArtyDc600
    @ArtyDc600 Před 6 měsíci

    Superrrr video..very helpful .. was searching exactly this.. thanks a ton !!! 🔥🔥🔥🔥

  • @jjjulien5380
    @jjjulien5380 Před 9 měsíci

    Thank you, for the nice video! It helped me a lot.

  • @J_GAN8
    @J_GAN8 Před 3 měsíci

    Just amazing, thank you so much !

  • @xpmsplay
    @xpmsplay Před 8 měsíci

    Great lesson. Thank you.

  • @MauvaisGouh
    @MauvaisGouh Před měsícem

    thanks for the time it took u to share, so usefull

  • @najhonbanjon
    @najhonbanjon Před 11 měsíci +3

    Good explanation THANKS

  • @Artistram3d1
    @Artistram3d1 Před 7 měsíci

    Nemanja, I never knew you had a Blender channel, this is Exciting! I've always followed your Outstanding tutorials on Photoshop!

    • @3Dnot2D
      @3Dnot2D  Před 6 měsíci

      I started this channel recently, because a lot of people requested Blender tutorials. And I can't do it on my Photoshop channel. 💪🏼😎

  • @KristianKivisalo
    @KristianKivisalo Před 9 dny

    Very useful, thank you 👌🏻

  • @dertobbe1176
    @dertobbe1176 Před 29 dny

    I live what you did here. Rly helpful

  • @jungcave
    @jungcave Před 22 dny

    thank you! super helpful!

  • @user-gv9hd2fi5h
    @user-gv9hd2fi5h Před 5 měsíci

    Great video! Thank you 🫶🏻

  • @igorgilewicz1549
    @igorgilewicz1549 Před 9 měsíci

    Just see this video in my youtube suggestions. Watched it and subscribe immediately. You making good explanation of things! Keep going!

  • @GRUBBNSTUFF
    @GRUBBNSTUFF Před 10 měsíci +1

    I'm working on a tree for project of mine and I got it from 8 million faces down to 996!!! Thank you for sharing your knowledge!

  • @paulrmoss
    @paulrmoss Před měsícem

    Super useful, thanks

  • @mrbcstewart
    @mrbcstewart Před 13 dny

    That was extremely helpful! Based on mostly this tutorial, I've tried to make a step by step workflow for this. Thought I'd pass it along in case it is helpful to anyone. If anything is wrong, please reply to the comment with the correction.
    Recipe for Baking detail from High Poly to Low Poly Mesh:
    (HTab = Horizontal Tabs across top left of Blender)
    (VTab = Vertical Tabs in bottom right panel of HTab-Layout in Blender)
    1.HTab_layout - Copy High Poly and rename like … Mesh_High and Mesh_Low
    a.Shift-D to duplicate, Right click to cancel motion (so they exist in the same space)
    2.Turn on Statistics overlay (top right icon, Hollow Sphere hanging from Solid Sphere)
    3.Make the Low Poly model, well…. Low Poly… (reduce geometry)
    a.Option 1: VTab_Modifier(wrench) - Use Decimate Modifier
    i.Lower Ratio to See affect
    ii.Remove without applying (since we are using Remesh instead)
    b.Option 2: VTab_Data(three connected dots) -
    i.Still in Object Mode, change to Wireframe to see the faces that make-up the Mesh
    ii.Remesh_Section (Note: There is also a Remesh Modifier that does the same thing)
    1.Set Voxel Size to get less faces
    2.Press Voxel Remesh button … note Face difference
    iii.Normals_Section- check that Auto Smooth is off on High and Low Poly
    c.I ended up using a combination of Decimate, both UnSubdivide, and Collapse, as well as ReMesh
    4.HTab_UV-Editing - Smart unwrap the Low Poly
    a.A Key(select all)… U Key->Choose Smart Unwrap (S Key)
    b.Set margin to .02m (then press OK)
    c.At this point, you could save your UV Map for use later… Left Viewport, Viewport Menu Ribbon -> UV ->Export UV Layout (pick a location in your project, and save)
    5.HTab_Layout - Split Screen (or you could just do this in HTab_Shading)
    a.Switch left viewport to Node editor
    6.Shade Smooth on High and Low poly meshes (right click in Viewport)
    7.Make sure that both High and Low Poly models are in the same position in space (right on top of each other, intersecting vertices)
    8.Two options, MultiRes or Not-MultiRes
    a.If MultiRes….
    i.Hide the High Poly Mesh (eyeball icon in the Object Heirarchy)
    ii.VTab_Modifier - Add MultiResolution Modifier
    1.In the modifier details, Subdivision_Section, Press “Subdivide” button until Low Poly Mesh look like the High Poly Mesh
    2.Change “Level Viewport value to 0
    9.VTab_Modifier - Add Shrink-wrap Modifier to Low Poly … target the High and Apply
    10.Create New Material on Low Poly mesh
    11.Create image texture node and normal map node in Node editor and wire to BSDF
    12.On Image Node, create New “map image” on image texture (set width and height) sRGB -> Non-Color (unless Diffuse)
    13.VTab_Render -
    a.Change to Cycles Engine and switch to GPU if you have one
    b.Sampling Section - Change “Max Samples” to 128
    c.Bake Section
    i.Switch Bake Type to Normal (Diffuse, etc depending on what kind of image map you want to Bake)
    1.Note, if Baking Diffuse, if you only want color, turn off Direct and Indirect (unless you also want to capture the lighting)
    ii.If NOT MultiRes, click Checkbox for “Selected to Active”
    1.Three options for specifying the baking area/constraint (Oven)… 1. Cage, 2, Extrusion, 3. Max Ray Distance (tutorial uses #2)
    a.If Cage (Surrounds bake source and target to constrain render area for logic of the bake to operate)
    i.Duplicate Low Poly for use as Cage… make bigger than both other meshes (rename this copy to Mesh_Cage)
    ii.Checkbox - Cage option
    iii.Use Eyedropper to choose duplicated low poly mesh that you are using as the cage
    b.If Extrusion just set value to something like .5 m
    c.If Max Ray Distance just set value
    d.Note: Normal map that is generated should only be on the purple/pink spectrum, otherwise, adjust Extrusion amount, Max Ray Distance, or Cage size and rebake
    2.Unhide Both Meshes if hidden
    3.Make sure that the Image Node that is the baking target is selected in the Low Poly Material
    4.In Object Hierarchy, Select High Poly, then CNTL-Select Low Poly
    iii.If MultiRes, click Checkbox for “Bake from Multires”
    iv.Double check settings … click Bake
    14.Shading Tab - Image Panel, preview Normal image
    15.Hide High Poly to see Baked Low Poly
    16.Play with HDRI and BSDF shader (see tutorial) to compare meshes
    17.If you used MultiRes modifier, now that you are satisfied with the bake, go ahead and apply this modifier
    18.Save the baked image to disk. HTab_Shading - Lower Left Image Preview Panel - hamburger Menu -> Image -> Save As…
    a.In the Node Editor - Image Node - Click on the Folder icon and point it to your saved image
    19.Repeat baking steps (from 10 above) for each image type that you want to bake from High to Low, usually at least Normal, Diffuse(for Base Color)

  • @ahmetomercicek5848
    @ahmetomercicek5848 Před 6 měsíci

    Thank's brother , it helped me .

  • @randomtask99
    @randomtask99 Před 9 měsíci

    I couldn't get the first technique to work on Blender 3.6 but the multires modifier worked OK. Thanks.

  • @joryo3d
    @joryo3d Před 9 měsíci

    amazing!! thank you!!

  • @williammccormick3787
    @williammccormick3787 Před 5 měsíci

    Thank you for this

  • @dertobbe1176
    @dertobbe1176 Před 2 měsíci

    Best guy for this. Ty

  • @alexandrearaujo4256
    @alexandrearaujo4256 Před 6 měsíci

    great video. thank´s

  • @madbeef.
    @madbeef. Před 8 měsíci +2

    Using a decimal separator in the thumbnail makes it seem like your turning a really low poly model into a higher poly one!

  • @mntota
    @mntota Před 11 měsíci

    Thanks, man!

  • @neondaybreak4548
    @neondaybreak4548 Před 6 měsíci

    Thanks so much 🙏🙏🙏

  • @kekekepi
    @kekekepi Před měsícem

    i needed this so badd

  • @user-ll4on9my7h
    @user-ll4on9my7h Před 8 měsíci

    Texture baking is very important to learn.

  • @taftphotography
    @taftphotography Před rokem +1

    Very helpful Nemanja as usual

    • @3Dnot2D
      @3Dnot2D  Před rokem

      I'm glad that you like it.

  • @sandom_saddom
    @sandom_saddom Před 4 měsíci

    THANK YOU!!!!!!!!!!!!!!!!!!!

  • @n0ni22
    @n0ni22 Před 11 měsíci

    earned a sub!

  • @Hydr312
    @Hydr312 Před 5 měsíci

    0:00 left high poly and right low poly. You can see it in the silhouette. The left one has way more structure/smooth the right one has harder egges.

  • @Danny-rp2hk
    @Danny-rp2hk Před rokem

    Thanks this video is so helpful to all 3d artists

  • @megapixeler
    @megapixeler Před 9 měsíci +3

    One way to make this video extra useful (specially to newbies) is to explain a little more what you are doing and why, and not just explain how to do it.

    • @mrbcstewart
      @mrbcstewart Před 14 dny

      I found it really useful (as an intermediate Blender user) that you kept this as short as possible and explained the concise methods of getting it done. BlenderGuru is awesome if you want a full explanation of the why's (see Anvil tutorial)

  • @kmanL3G3N3D
    @kmanL3G3N3D Před 5 měsíci

    Simple bake is a must have for Blender. It would help save time

    • @dertobbe1176
      @dertobbe1176 Před 2 měsíci

      It probably could save time If there were an option in the remesh Systems

  • @vizdotlife
    @vizdotlife Před 10 měsíci +1

    Thanks for the tutorial! This is great. One question. You mentioned it was very important to switch to Cycles from Eevee. Does this not work in Eevee too, but of course lower quality?

    • @3Dnot2D
      @3Dnot2D  Před 10 měsíci +2

      In order to bake normals you need to switch to Cycles. You can later use Eevee for render...

  • @AlisonReidMe
    @AlisonReidMe Před 9 měsíci

    Thank you, I'm glad you showed both methods. Excellent !! A very helpful video for a difficult concept.

    • @3Dnot2D
      @3Dnot2D  Před 9 měsíci

      You're welcome 😊

  • @sherrydowns4052
    @sherrydowns4052 Před 15 dny

    Tyvm

  • @deltagaiya7681
    @deltagaiya7681 Před 6 měsíci

    Great video! Question, which Mac are you running for your work? OR just straight up how much memory do you have?

    • @3Dnot2D
      @3Dnot2D  Před 6 měsíci +1

      Thanks. I'm using M1 Max MacBook Pro with 64 GB of RAM

  • @NN-wc7dl
    @NN-wc7dl Před 10 měsíci

    Nice!

  • @SayceBuckleyFreak
    @SayceBuckleyFreak Před 8 měsíci

    i loved that HDRI lol ! do you know which one you used?

  • @mertality2329
    @mertality2329 Před 5 měsíci

    ThX

  • @Jackson-bh1jw
    @Jackson-bh1jw Před 7 měsíci

    he never deleted the high version and always covered the low one, gg genious.

  • @tapikoBlends
    @tapikoBlends Před 9 měsíci

    thanks

  • @adamzeiun892
    @adamzeiun892 Před 3 měsíci

    so smart 👍

  • @JJforYoutube
    @JJforYoutube Před 8 měsíci

    thank you i finally baked a normal map

  • @mr.j7899
    @mr.j7899 Před 7 měsíci

    I think you can optimize it more by manually doing retopo. 1.2k tris is still a lot as a rock. But important thing is you demonstrated the worflow. Subbed!

    • @pumpkinpiecrust8435
      @pumpkinpiecrust8435 Před 6 měsíci

      Geniunely wondering where manual retopo fits into this workflow. Would you do it instead of the decimate? Do it with a fairly high poly count just to have nicer topology (not necessarily more optimized just cleaner to work with for UV's and such) and THEN decimate it? Im curious

    • @mr.j7899
      @mr.j7899 Před 6 měsíci

      @@pumpkinpiecrust8435 I do both. I decimate in ZBrush then place it in Maya for retopo. Great for creating assets for games. You just gotta know how to UV unwrap properly.

  • @feraspielt
    @feraspielt Před 5 měsíci

    This is the first tutorial which I understand with first try xD
    thanks!
    as my model has 20 million polygons, I still wait for the result^^
    Hope it worked
    Can I display the baked texture in texture painting or vertex paint, so I could for example paint dino scales scale for scale in different colours?
    I have another question:
    in sculpting my model mirror is not 100% the same...
    Normaly I model the clay on the right side with X mirror... But the left side (the mirrord side) isnt exat the same.. its like you modeling the right side with 100% strengh and the left side just with 90% strengh.
    Do you know why this happens? its with every model i made

  • @jungcave
    @jungcave Před 19 dny

    for some of you who will bake diffuse color from high poly mesh to simple 2d plane for texture atlas - dont forget in ouliner to turn off all render icons of the rest unbackable objects, because it may collide with your baked map )))

  • @Krakius
    @Krakius Před rokem

    Thanks

  • @starfoxdelta
    @starfoxdelta Před 5 měsíci

    Does this work for character models as well, or would another method be needed?

  • @omiorahman6283
    @omiorahman6283 Před 4 měsíci

    suppose i want to paint the rock do i paint the high poly and just transfer the color using normal maps or do i have to add another color image for the low poly and uv unwrap both high and low poly mesh

  • @fabians7807
    @fabians7807 Před měsícem

    Is there a possibilty to automate this process of several manual steps or is there maybe a tool / addon doing this job?

  • @LafeSpace
    @LafeSpace Před 10 měsíci

    Nice

  • @kampkrieger
    @kampkrieger Před 6 měsíci +1

    you can tell which is which. Look at the edges (transition to background) the low poly version has uglier more clunky edges. This is important, that is how you know how far you can go with this. You example is still high poly enough that it does not become apparent enough to be a problem.

  • @thomassilvestri4434
    @thomassilvestri4434 Před 10 měsíci

    Does this work well with characters, or do you need to strategically retopologize and seam for unwrap.

    • @3Dnot2D
      @3Dnot2D  Před 10 měsíci

      Depends on a character. It can work. But you should always have a good low poly topology and transfer details on that one.

  • @grey3318
    @grey3318 Před 10 měsíci

    Normal maps are witchcraft. Super helpful video though. Saving this one for reference.

  • @satriadiutama7010
    @satriadiutama7010 Před 9 měsíci

    i cant believe this channel only have 3k subs, i thought some 600k

    • @3Dnot2D
      @3Dnot2D  Před 9 měsíci

      Thanks. Maybe one day 🙂

  • @stevannikolovski
    @stevannikolovski Před 4 měsíci

    Seems like Multires bake way is faster and easier. Thanks for nice and straightforward video.

  • @milanzeeman4454
    @milanzeeman4454 Před 6 měsíci

    I could also just use quad remesher from exosuit?

  • @aramsavci483
    @aramsavci483 Před 4 měsíci

    Thanks for the helpful video. So if i understand it right , the low poly mesh just uses a image texture ( so it doesnt really have the real textures) but looks the same and doesnt use as much faces / triangles as the high poly one .

    • @3Dnot2D
      @3Dnot2D  Před 4 měsíci

      The low poly is using the texture that is baked from a high poly model. We are making the texture here.

  • @kolper6799
    @kolper6799 Před 8 měsíci +1

    We need to send this to that guy who made 70k polygon sandwitch in starfield.

  • @ninjutsu_bujin
    @ninjutsu_bujin Před rokem

    Nice. 🙂

  • @Tenchinu
    @Tenchinu Před 9 měsíci

    works with the normals but not with base color. It copies the height instead :(
    im using UDIMS, so maybe thats why?

  • @Null_DreiAcht
    @Null_DreiAcht Před 4 měsíci

    Can I make a normal map from a collection instead of one object ? I've made a 3D model for a game and I want to bake a normal map to gave it a smoother look. But I couldn't build my object as one mesh. Instead, it's 7 meshes clipping together to form one object.

  • @mshkfrede3168
    @mshkfrede3168 Před 6 měsíci

    Wery useful for starfield

  • @evilweenie5743
    @evilweenie5743 Před 7 měsíci

    It could be way less than 600 and still looks really good.

  • @gustavonix
    @gustavonix Před 2 měsíci

    I'm making a game with many animated NPCs, can applying this technique to NPCs reduce the quality of the animations within the game?