I am trying to do the exact. But its not working for me. Still gives me funny seam like effect at the hard edges. I am making a 3d building with bevels at the edges
hey i make hard surface models too! now as u know we have multiple pieces that make up an entire high polly model! how do i go about baking Normals for them? individually or i should uv unwrap them then join em all together? how would you go about it please help im breaking my head here!
Hey Vibhu, thanks for the question mate. That depends on your 'use case' if you are going for a game engine then maybe combine some of the objects? For example say you had a car and you wanted the wheels to have a lot of detail, i would break of the wheels and have them have there own UV unwrap. I would recommend to break the objects off into there own uvs, then use the TEXEL Density plugin to figure out a consistent Texel density, then see how much you can fit on individual UVs. I know my explanation is not the best I'm sorry, but maybe I can help you on discord? My Discord is Jay429#2002
@@3DJay429 hey yes it did help but il add you on discord let's talk there! I'm new to game development in general hence not too clear on a few concepts! Il catch you there thanks 😊
How come you've used the low suffix for your HP mesh and the high suffix for your LP mesh? This confused the hell out of me, man. Other than that, great video. Thank you!
@@3DJay429 No problem at all! I have been doing a lot of this, experimenting with my beginner-obvious models and I am watching as many of these as possible to really see people's different approaches. Your video still was one of the clearest! Thanks a lot! Subscribed.
Also, I looked at your hard surface speed-modelling videos and MAN you are doing great! I started learning Blender by myself (using the internet and videos like yours) about 4 months ago and I hope to be at your level eventually. Thanks again for the video :)
So you saved the high as low fbx and the other way around right? But when you got into substance you first choosen youre low poly wich is realy the low poly right? So you changed names in the cut there or what?
i can bake the normal maps, but when i use it on the low poly model, there is some kind of stitching effect on the edges that makes it doesn't look smooth, how do i solve this ? thanks before !!
Very good tut. I have the problem that the corners show through after baking. I can fix that by shading the lowpoly smooth but than again the surfaces have shading issues. I don't know how you can import a flat shaded mesh into substance and not have these sharp corners showing through after baking the normals.
Remember the days whej every tutorial explained how to do hipoly meshes using Sub-D and get those bevels? Meanwhile, today everyone is avoiding it for simple meshes and sticking to Bevel Shader / Modifer. What a crazy time that was.
Excuse me, but you are running 100 miles a min, an advise for you, when explaining something to people, try to speak slower and move slower, I tried hard to catch your steps. anyway thanks
I am trying to do the exact. But its not working for me. Still gives me funny seam like effect at the hard edges. I am making a 3d building with bevels at the edges
hey i make hard surface models too! now as u know we have multiple pieces that make up an entire high polly model! how do i go about baking Normals for them? individually or i should uv unwrap them then join em all together? how would you go about it please help im breaking my head here!
Hey Vibhu, thanks for the question mate. That depends on your 'use case' if you are going for a game engine then maybe combine some of the objects?
For example say you had a car and you wanted the wheels to have a lot of detail, i would break of the wheels and have them have there own UV unwrap.
I would recommend to break the objects off into there own uvs, then use the TEXEL Density plugin to figure out a consistent Texel density, then see how much you can fit on individual UVs.
I know my explanation is not the best I'm sorry, but maybe I can help you on discord?
My Discord is Jay429#2002
@@3DJay429 hey yes it did help but il add you on discord let's talk there! I'm new to game development in general hence not too clear on a few concepts! Il catch you there thanks 😊
How come you've used the low suffix for your HP mesh and the high suffix for your LP mesh? This confused the hell out of me, man. Other than that, great video. Thank you!
Haha cause im stupid! I didnt notice until after I published the video - Sorry about that..
@@3DJay429 No problem at all! I have been doing a lot of this, experimenting with my beginner-obvious models and I am watching as many of these as possible to really see people's different approaches. Your video still was one of the clearest! Thanks a lot! Subscribed.
Also, I looked at your hard surface speed-modelling videos and MAN you are doing great! I started learning Blender by myself (using the internet and videos like yours) about 4 months ago and I hope to be at your level eventually. Thanks again for the video :)
@@bru-no6708 Thanks so much mate
👊
@@bru-no6708 you are too kind thanks alot if you need any help drop me a message and I will help you out, thanks again brother
Thank you! This is exactly what I was looking for!
Thanks Alex! 👊
So you saved the high as low fbx and the other way around right? But when you got into substance you first choosen youre low poly wich is realy the low poly right? So you changed names in the cut there or what?
Yea I made a mistake with the names and didnt notice until I published the video
Thanks ☺️ I was searching for this workflow
Nice glad i could help mate!
Thanks man been looking for 3 days now I will just hope this worked on my curved models once I unwrap those
nice good luck!
If it doesn't work contact me on Discord and i can help you out 👊
i can bake the normal maps, but when i use it on the low poly model, there is some kind of stitching effect on the edges that makes it doesn't look smooth, how do i solve this ? thanks before !!
hey mate send me a picture on discord and ill try to help you jay429 #2002
Very good tut. I have the problem that the corners show through after baking. I can fix that by shading the lowpoly smooth but than again the surfaces have shading issues. I don't know how you can import a flat shaded mesh into substance and not have these sharp corners showing through after baking the normals.
Thanks Kevin, i can help you out on discord if you need Jay429#2002 Let me know if that works?
@@3DJay429 Can you add me on your discord. I send you the request.
Hey Jay, I have the exact same question. Can you help me out?
does the highpoly part require UV finishing?
that depends you can do if you want, normally i prefer not to uv the high poly
Remember the days whej every tutorial explained how to do hipoly meshes using Sub-D and get those bevels? Meanwhile, today everyone is avoiding it for simple meshes and sticking to Bevel Shader / Modifer. What a crazy time that was.
Im really struggling with a stiching effect taking place along my bevels, its almost two consecutive days of trying to fix it. driving me nuts :(
What do you mean mate have you got a screenshot i can see? maybe i can help you
@@3DJay429 I sent you a email. thanks for the help!
great great great teaching man. i thank you
Thank you for the comment mate, ❤️
Great video! I have a question: which theme are you using?
Thanks Gian, it is a custom theme i built my self
whem i wasexporting and baking, the textures didnt worked, they all gray black, this aways happens to me
Hey Joao maybe i can help you? discord jay429 #2002
keep scale,location same
@@shi1hh Thanks for helping out mate!
@@3DJay429 ok then i will try, hear
@@3DJay429 its because a scale everithing in edit mode and keep the same
Brilliant....
thank you so much
Thanks, You helped me out!
Awesome !! Thanks mate glad I could help let me know if you get stuck on anything else
When I bake nothing happens tryed different models tryed everything followd 100 tuts and nothing 😫
Hey mate, do you have discord ill help you out hit me up at jay429 #2002
Thanks sir
you are welcome mate!
Excuse me, but you are running 100 miles a min, an advise for you, when explaining something to people, try to speak slower and move slower, I tried hard to catch your steps. anyway thanks
Sorry Adel, it is just my native language, i will try and be slower in the future thanks for the feedback mate
@@3DJay429 I watched your channel and it has pretty interresting stuff, I loved them all, I have some difficulty with fast speed videos sir.
@@AdelHaiba78 next video I will try and do slower my friend thank you
@@3DJay429 Thank you very much.