Baking From High to Low Poly in Unreal Engine 5

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  • เผยแพร่เมื่อ 20 ก.ย. 2024

ความคิดเห็น • 45

  • @lonelyalbino9740
    @lonelyalbino9740 2 ปีที่แล้ว +5

    This is super helpful thank you for really being the first person I’ve seen put out clear and concise tutorials on unreal 5.

  • @lz4090
    @lz4090 2 ปีที่แล้ว +1

    Following your awesome tutorials, its always good seeing alternatives if you are tired going to DCC like blender. Ue5 just made modelling easier in-engine. Thanks. More like this please

    • @PeytonVarney
      @PeytonVarney  2 ปีที่แล้ว

      Appreciate the kind words! I am working on some similar stuff to this but let me know if there is anything specific that you would like to see!

    • @peterallely5417
      @peterallely5417 2 ปีที่แล้ว

      @@PeytonVarney if I might make a request, the process of baking with GPU Lightmass for ArchVis. I’ve been trying to get good results with completely baked lighting and reflections for viewing in VR (PCVR not stand-alone). The new blank ArchVis template was giving me grief, when I made all the lights stationary and in my PPV changed GI to none and reflections to screen space, after the bake I’ve still got that Lumen noise sparkling away like it hasn’t disabled properly (ppv has infinite bounds). Bit frustrated and discouraged 🫤.

  • @SoyalicSinan
    @SoyalicSinan 2 ปีที่แล้ว +2

    While expecting baking in Quixel, UE5 made its move again. Surprising as always.

    • @PeytonVarney
      @PeytonVarney  2 ปีที่แล้ว +2

      I think they are wanting you to not have to go out of the engine as much as possible. Even with quixel, they have setup the bridge so now you are mostly in engine. Wouldn't be surprised by the Mixer being blended in as well soon!

    • @SoyalicSinan
      @SoyalicSinan 2 ปีที่แล้ว

      @@PeytonVarney Indeed.

  • @AlekMadeDis
    @AlekMadeDis 2 ปีที่แล้ว +4

    We are live in time when you can bring 10 mil model to unreal. Oprimize it, make uv, model-sculpt and bake it. Strange times indeed

  • @RiverFox_YT
    @RiverFox_YT 6 หลายเดือนก่อน +1

    how would i go about turning all my high res (4k texture) assets into low polly assets?

  • @kevincoulman2206
    @kevincoulman2206 2 ปีที่แล้ว +4

    Would you recommend this process of baking over substance painters or would this be more idea for a model textured in unreal itself? Keep up the great work these have been excellent!

    • @PeytonVarney
      @PeytonVarney  2 ปีที่แล้ว +4

      I think its entirely personal preference. This can help eliminate other programs if you are not able to afford a license and offers a way to do it in engine decently easy

    • @TheChromePoet
      @TheChromePoet ปีที่แล้ว

      @@PeytonVarney That rock looks like you painted it, how did you get that affect?

  • @alphamineron
    @alphamineron 4 หลายเดือนก่อน

    If you can do this in UE, then why do people use Substance Painter for baking? Can’t you make an asset in blender and import it into UE then do the baking and apply materials?

  • @OriginRow
    @OriginRow 10 หลายเดือนก่อน

    This is breath taking. Will it work for megascan meshes ?

  • @joshuabermudez2372
    @joshuabermudez2372 4 วันที่ผ่านมา

    Can Unreal bake floater details onto the low poly?

  • @ericzimmer
    @ericzimmer ปีที่แล้ว

    Wish this tool would be able to bake full materials and multiple materials per source object. Then also have cool features like bake in game lighting into color texture. etc. Would be mega useful if it had those things. plus alphas

    • @tientam5496
      @tientam5496 ปีที่แล้ว

      I am looking this very solution, and I don't think UE5 has it yet :/

  • @aizen_rhyme_schemes
    @aizen_rhyme_schemes 2 ปีที่แล้ว +2

    Is it possible to create PBR textures from photoscanned surfaces directly from Reality Capture to Unreal without using another baking software?

    • @PeytonVarney
      @PeytonVarney  2 ปีที่แล้ว +1

      so if you had a photoscanned model that you had in UE5, you could make a duplicate, remesh it, uv unwrap it, and then bake the scanned model onto the lower resolution model if that is what you are asking for? So the answer would be yes if thats what you are wanting!

    • @aizen_rhyme_schemes
      @aizen_rhyme_schemes 2 ปีที่แล้ว

      @@PeytonVarney Yes! For example a wall, with a simple plane to bake it onto. Is it possible to bake Albedo, Normal and Height directly in UE5?

  • @sumdude5172
    @sumdude5172 3 หลายเดือนก่อน

    Is the result comparable to marmoset and blender? Marmoset have been a standard for so long, idk abt blender though

  • @carlosrivadulla8903
    @carlosrivadulla8903 ปีที่แล้ว

    after 1 year do u really use this workflow?, didn't see anyone else doing it on yt

  • @hotsauce7124
    @hotsauce7124 ปีที่แล้ว

    Hello, is there a way to get a curvature bake and vertex ID bake?

  • @JamieHsieh0409
    @JamieHsieh0409 ปีที่แล้ว +1

    Excuse me, I am a Unreal beginner.
    I wonder why just use the high poly's material on the low poly model?
    I certainly miss some basic knowledge. 😂 😂. Is there any key word for this knowledge? 🤔

    • @PeytonVarney
      @PeytonVarney  ปีที่แล้ว

      Baking high polys down onto a low poly has been an efficient way of optimization for years. You get the detail of the high poly without the geo cost. Hope this helps!

  • @unn357
    @unn357 2 ปีที่แล้ว +3

    Why baking when we now have nanite?

    • @Extrone
      @Extrone 2 ปีที่แล้ว

      Nanite is not supported on every platform.

    • @PeytonVarney
      @PeytonVarney  2 ปีที่แล้ว +2

      I don't think nanite is going to be the end all for no more baking. Although it heavily can eliminate it, there's still instances where you will still want to bake. I also have found so far with using large nanite models (over a million tris) that the opening of unreal files and moving around still seems to be very slightly effected by the size of the model and can cause a little bit of a slow down in workflow. That's a guesstimate from personal experience so far though so not a 100% accurate and as I learn UE5 further, I may find ways to resolve some of this!

    • @ID-su4wj
      @ID-su4wj 2 ปีที่แล้ว

      U may want to bake ao or curvature textures only, and use it for high poly mesh shading/rendering inside UE5

  • @MadpolygonDEV
    @MadpolygonDEV 2 ปีที่แล้ว +2

    I know very random but do you sell these rocks somewhere?

    • @PeytonVarney
      @PeytonVarney  2 ปีที่แล้ว

      Not at the moment, this was a single rock model that I made a while back to just work on my Zbrush sculpting skills! Are you looking for a kit?

    • @MadpolygonDEV
      @MadpolygonDEV 2 ปีที่แล้ว

      @@PeytonVarney yea I am looking for some nice rocks for my game, but all the rocks i find online are either too noisy and too clay-ish looking. This has really interesting definition! :)

  • @mirianpanocambronero2350
    @mirianpanocambronero2350 ปีที่แล้ว

    if you want to do it with more than one material, How can you do it?

  • @spikebor
    @spikebor 2 ปีที่แล้ว +1

    Thank you! Btw Is there just normal map option for baking ? I need AO, Normal, Cavity maps to use for texturing in Quixel Mixer.

    • @PeytonVarney
      @PeytonVarney  2 ปีที่แล้ว +1

      Check out my latest video actually! I go over baking AO in UE5: th-cam.com/video/dCXX137OevI/w-d-xo.html

    • @likeilun
      @likeilun 2 ปีที่แล้ว +1

      The BakeAll option only supports Tangent Normals and Texture resample at the moment (more to come later). BakeAll is primarily for N-to-1 mesh baking. While BakeAll can be used as a 1-to-1 world space bake as done here in this video, it's really intended for scenarios where you have multiple source meshes. For example, you might instance multiple rocks together into a formation, and then Boolean or VoxWrap it and simplify it into a LowPoly mesh and later want to bake details from the original instanced rock formation (N meshes).
      For strictly 1-to-1 bakes, the BakeTx (BakeTexture) tool is the best fit. It supports Normals, AO, Curvature, Texture and other options. Peyton's other video link does a great job going over that tool.

    • @spikebor
      @spikebor 2 ปีที่แล้ว

      @@PeytonVarney thanks man

    • @spikebor
      @spikebor 2 ปีที่แล้ว

      @@likeilun thank you for the detailed info!

  • @pabloG3d
    @pabloG3d 2 ปีที่แล้ว +1

    is it possible to paint skew/offset, like in marmost?

    • @PeytonVarney
      @PeytonVarney  2 ปีที่แล้ว

      There's an offset feature but I haven't seen where you could paint it on so not that I know of yet!

    • @likeilun
      @likeilun 2 ปีที่แล้ว

      Skew/Offset maps aren't supported yet, but it's on the roadmap. For the moment, we only support a uniform scalar offset across the mesh.

    • @Amandeep0143
      @Amandeep0143 2 ปีที่แล้ว

      @@likeilun Where can i find that option?

    • @likeilun
      @likeilun 2 ปีที่แล้ว

      @@Amandeep0143 Under the Bake Input section, expand the Advanced group and in there you'll find Projection Distance. That's the offset.

    • @Amandeep0143
      @Amandeep0143 2 ปีที่แล้ว

      @keilun One more question, can unreal bake UDIM tiles?if yes, how can i do so?