Transfer HIGH POLY details to LOW POLY object in Blender

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  • เผยแพร่เมื่อ 23 พ.ย. 2024

ความคิดเห็น • 262

  • @Dapper_the_slapper
    @Dapper_the_slapper ปีที่แล้ว +335

    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 ปีที่แล้ว +180

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

    • @ExtrymGamingLTU
      @ExtrymGamingLTU ปีที่แล้ว +4

      Hehe funny

    • @MangaGamified
      @MangaGamified ปีที่แล้ว +1

      New here. At which timeline?

    • @watchitdogs2280
      @watchitdogs2280 ปีที่แล้ว +6

      Doesn't matter timeline just stay at first frame and 1 sample and bake it'll work

    • @noyz-anything
      @noyz-anything 6 หลายเดือนก่อน

      chat is this true

    • @nekkovia8660
      @nekkovia8660 5 หลายเดือนก่อน +1

      @@noyz-anything I mean it worked for me and it's decent

  • @Grizzermacht
    @Grizzermacht ปีที่แล้ว +375

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

    • @RadiantMantra
      @RadiantMantra 11 หลายเดือนก่อน +17

      The AutoCAD sandwich still gets me

    • @Xbredl0
      @Xbredl0 11 หลายเดือนก่อน +4

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

    • @bogdanborcea9788
      @bogdanborcea9788 11 หลายเดือนก่อน +3

      They don't have the engine for it.

    • @RadiantMantra
      @RadiantMantra 11 หลายเดือนก่อน +27

      @@Xbredl0 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 11 หลายเดือนก่อน +15

      @@Xbredl0 The circulated image was fake and made after the game's release, but basically the sandwich had 70k faces.

  • @Shining4Dawn
    @Shining4Dawn ปีที่แล้ว +133

    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 ปีที่แล้ว +7

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

    • @Shining4Dawn
      @Shining4Dawn ปีที่แล้ว +27

      @@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 ปีที่แล้ว +7

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

    • @Duhya
      @Duhya ปีที่แล้ว +10

      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 10 หลายเดือนก่อน +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)

  • @Maxwolford
    @Maxwolford ปีที่แล้ว +26

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

    • @bigtprime
      @bigtprime ปีที่แล้ว

      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.

  • @mrbcstewart
    @mrbcstewart 5 หลายเดือนก่อน

    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)

  • @noahbeyer7421
    @noahbeyer7421 6 หลายเดือนก่อน +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!

  • @BarrettSmithBB
    @BarrettSmithBB ปีที่แล้ว +60

    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.

    • @HEMASingh-b7m
      @HEMASingh-b7m ปีที่แล้ว +5

      Is it free?

    • @user-mu9tz1xc6n
      @user-mu9tz1xc6n ปีที่แล้ว

      @@HEMASingh-b7m completely open source add-on, it's on git-hub and downloadable from some other places as well.

    • @ThroneOfBhaal
      @ThroneOfBhaal 11 หลายเดือนก่อน

      Yes@@HEMASingh-b7m

    • @stealthygripen
      @stealthygripen 10 หลายเดือนก่อน

      @@HEMASingh-b7m Yes, it’s made by TH-camr Jayanam who also makes Blender tutorials.

    • @rajendrameena150
      @rajendrameena150 9 หลายเดือนก่อน +3

      Yes, it is

  • @bifrostyeti
    @bifrostyeti 3 หลายเดือนก่อน +1

    a year later and this video is still very helpful to me and others. thank you once again for creating this for us 🙏

  • @giovafncreative
    @giovafncreative ปีที่แล้ว +21

    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🙂

  • @SLEEPING313
    @SLEEPING313 ปีที่แล้ว +10

    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  ปีที่แล้ว +3

      I'm glad that you like it.

  • @andreacrisante6575
    @andreacrisante6575 11 หลายเดือนก่อน +1

    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.

  • @vivekjha9597
    @vivekjha9597 11 หลายเดือนก่อน

    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.

  • @JoaoVSAguiar
    @JoaoVSAguiar ปีที่แล้ว +1

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

  • @ThreeDCreateTutorials
    @ThreeDCreateTutorials ปีที่แล้ว +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!

  • @RomanPittroff
    @RomanPittroff ปีที่แล้ว +5

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

  • @AnnKamstra
    @AnnKamstra 11 หลายเดือนก่อน +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!!

  • @Hydr312
    @Hydr312 10 หลายเดือนก่อน

    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.

  • @megapixeler
    @megapixeler ปีที่แล้ว +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 5 หลายเดือนก่อน

      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)

  • @tanguybarbaray5362
    @tanguybarbaray5362 ปีที่แล้ว

    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.

  • @GRUBBNSTUFF
    @GRUBBNSTUFF ปีที่แล้ว +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!

  • @wulfaxe7661
    @wulfaxe7661 ปีที่แล้ว

    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

  • @samuelsimango120
    @samuelsimango120 ปีที่แล้ว +1

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

  • @dreddd7980
    @dreddd7980 11 หลายเดือนก่อน

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

  • @najhonbanjon
    @najhonbanjon ปีที่แล้ว +3

    Good explanation THANKS

  • @pv8685
    @pv8685 หลายเดือนก่อน

    very good tutorial. and a very very important process, for making game assets.

  • @Maxboun3204
    @Maxboun3204 9 หลายเดือนก่อน

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

  • @madbeef.
    @madbeef. ปีที่แล้ว +2

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

  • @Brett3am
    @Brett3am ปีที่แล้ว +1

    Very clear and efficient process! Thank you!

  • @kampkrieger
    @kampkrieger 11 หลายเดือนก่อน +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.

  • @jungcave
    @jungcave 5 หลายเดือนก่อน

    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 )))

  • @Artistram3d1
    @Artistram3d1 ปีที่แล้ว

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

    • @3Dnot2D
      @3Dnot2D  ปีที่แล้ว

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

  • @sottozen
    @sottozen 7 หลายเดือนก่อน

    Loved this tutorial very much! Thanks!

  • @moonmooooonnn
    @moonmooooonnn ปีที่แล้ว

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

  • @valdoryon
    @valdoryon 11 หลายเดือนก่อน

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

  • @igorgilewicz1549
    @igorgilewicz1549 ปีที่แล้ว

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

    • @3Dnot2D
      @3Dnot2D  ปีที่แล้ว

      Thank you.

  • @ChadLorwick
    @ChadLorwick ปีที่แล้ว

    Texture baking is very important to learn.

  • @Meteotrance
    @Meteotrance 3 หลายเดือนก่อน

    Even better if your asset is use as a particule or an object size smaller than a pebble you can reduce the texture texel resolution from 256X256 or even 512X512 no one notice the lack of resoltion, as a kit bashing asset spread with geometry node or with a particule generator even with a 4K render, it's also the key to make LOD optimisation on game engine.

  • @ArtyDc600
    @ArtyDc600 11 หลายเดือนก่อน

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

  • @HaryanviChora-sq7tw
    @HaryanviChora-sq7tw 2 หลายเดือนก่อน

    Its very useful trick
    Thank you so much

  • @liridoncani
    @liridoncani ปีที่แล้ว

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

  • @kmanL3G3N3D
    @kmanL3G3N3D 11 หลายเดือนก่อน

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

    • @dertobbe1176
      @dertobbe1176 7 หลายเดือนก่อน

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

  • @Gordius__1
    @Gordius__1 6 หลายเดือนก่อน

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

  • @needthistool
    @needthistool ปีที่แล้ว

    Really fantastic walkthrough. Thanks!

  • @randomtask99
    @randomtask99 ปีที่แล้ว

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

  • @davestomper3428
    @davestomper3428 4 หลายเดือนก่อน

    Hey Thanks for the information man this is super good to know Is this something you would use for like hard surface modeling or is it primarily used for Organic models?

  • @Byt3me21
    @Byt3me21 ปีที่แล้ว +1

    Thank you very much, this was a great lesson!

  • @최건호-x8x
    @최건호-x8x 3 หลายเดือนก่อน

    thank you! it is so helpful for me

  • @J_GAN8
    @J_GAN8 9 หลายเดือนก่อน

    Just amazing, thank you so much !

  • @arminkhorsandipour
    @arminkhorsandipour ปีที่แล้ว +1

    Wow, That was helpful
    Thank you so much✨

  • @ravendaee
    @ravendaee ปีที่แล้ว

    Super useful tutorial, thank you !

  • @Kuyuup
    @Kuyuup ปีที่แล้ว +1

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

  • @cuttie_patootie
    @cuttie_patootie 11 หลายเดือนก่อน

    Great video! Thank you 🫶🏻

  • @pedroc3948
    @pedroc3948 10 หลายเดือนก่อน +1

    I'm burning my brain trying to understand the relation between "Max Ray Distance" and "Extrusion" options. All tutorials just give you a number, so I guess nobody knows how it works exactly.

  • @ahmetomercicek5848
    @ahmetomercicek5848 11 หลายเดือนก่อน

    Thank's brother , it helped me .

  • @Jackson-bh1jw
    @Jackson-bh1jw ปีที่แล้ว

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

  • @sofyamakingart
    @sofyamakingart ปีที่แล้ว

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

  • @xpmsplay
    @xpmsplay ปีที่แล้ว

    Great lesson. Thank you.

  • @dertobbe1176
    @dertobbe1176 6 หลายเดือนก่อน

    I live what you did here. Rly helpful

  • @famegame2148
    @famegame2148 4 หลายเดือนก่อน

    Hi if you are r not getting good results don't forget to flip normal by going to edit mode and press shift+n

  • @drmarcioonida
    @drmarcioonida 11 หลายเดือนก่อน +1

    1:20 decimate
    1:40 remesh

  • @jjjulien5380
    @jjjulien5380 ปีที่แล้ว

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

  • @ContradictionDesign
    @ContradictionDesign ปีที่แล้ว

    Thanks! Very helpful. Good luck on your TH-cam journey! It is quite the endeavor.

  • @callumharper3281
    @callumharper3281 3 หลายเดือนก่อน

    Could you achieve the same result by baking a displacement map instead of a normal map?

  • @YannHubert
    @YannHubert 4 หลายเดือนก่อน

    Hy, very great tuto (i just begin with photogrammetry). Your solution is very helpful but how to export this amazing rendering in glb or obj format ?
    Thank you for your answer :)

  • @davidjade1921
    @davidjade1921 ปีที่แล้ว

    This tutorial helped me out a lot! Thank you!

  • @dertobbe1176
    @dertobbe1176 7 หลายเดือนก่อน

    Best guy for this. Ty

  • @paulrmoss
    @paulrmoss 7 หลายเดือนก่อน

    Super useful, thanks

  • @coinopanimator
    @coinopanimator หลายเดือนก่อน

    Does a normal map also carve into a mesh or just add textures. Im just starting but Eveytime a bake in blender the normal maps only render what is over the base mesh or put is another way it only shows the mountains albut not the valleys. Im going to try displacemnt maps and see of that works.

  • @Salvadorrius
    @Salvadorrius หลายเดือนก่อน

    I have done exactly what you are showing in the video, but my baked normal map is just empty. Is there something that I could have done wrong? I can see the progress bar, but the map at the end is just an empty blue normal map. Thanks a lot

  • @JJforYoutube
    @JJforYoutube ปีที่แล้ว

    thank you i finally baked a normal map

  • @williammccormick3787
    @williammccormick3787 10 หลายเดือนก่อน

    Thank you for this

  • @aramsavci483
    @aramsavci483 9 หลายเดือนก่อน

    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  9 หลายเดือนก่อน

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

  • @KidamaruDesigns
    @KidamaruDesigns 6 หลายเดือนก่อน

    In fact, it's amazing why such a basic tool as baking can't be made easier. Conditionally, you do low and high. Click bake, make small settings in the window that appears and bake occurs with automatic binding of normal maps to the low model. Baking one object is still OK, but if there are 20 such objects, it's terrible.

  • @AlisonReidMe
    @AlisonReidMe ปีที่แล้ว

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

    • @3Dnot2D
      @3Dnot2D  ปีที่แล้ว

      You're welcome 😊

  • @fabians7807
    @fabians7807 6 หลายเดือนก่อน

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

  • @DeltaGaiya
    @DeltaGaiya 11 หลายเดือนก่อน

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

    • @3Dnot2D
      @3Dnot2D  11 หลายเดือนก่อน +1

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

  • @SayceBuckleyFreak
    @SayceBuckleyFreak ปีที่แล้ว

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

  • @stevannikolovski
    @stevannikolovski 9 หลายเดือนก่อน

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

  • @grey3318
    @grey3318 ปีที่แล้ว

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

  • @Null_DreiAcht
    @Null_DreiAcht 10 หลายเดือนก่อน

    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.

  • @Tutterzoid
    @Tutterzoid หลายเดือนก่อน +1

    Awesome

  • @Mohammad-t3m
    @Mohammad-t3m ปีที่แล้ว +3

    The Garten of banban devs played this video in reverse lol

  • @feraspielt
    @feraspielt 10 หลายเดือนก่อน

    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

  • @omiorahman6283
    @omiorahman6283 9 หลายเดือนก่อน

    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

  • @Danny-rp2hk
    @Danny-rp2hk ปีที่แล้ว

    Thanks this video is so helpful to all 3d artists

    • @3Dnot2D
      @3Dnot2D  ปีที่แล้ว +1

      You're welcome.

  • @alexandrearaujo4256
    @alexandrearaujo4256 11 หลายเดือนก่อน

    great video. thank´s

  • @taftphotography
    @taftphotography ปีที่แล้ว +1

    Very helpful Nemanja as usual

    • @3Dnot2D
      @3Dnot2D  ปีที่แล้ว

      I'm glad that you like it.

  • @satriadiutama7010
    @satriadiutama7010 ปีที่แล้ว

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

    • @3Dnot2D
      @3Dnot2D  ปีที่แล้ว

      Thanks. Maybe one day 🙂

  • @kekekepi
    @kekekepi 7 หลายเดือนก่อน

    i needed this so badd

  • @tetramera
    @tetramera ปีที่แล้ว +2

    I tried this weeks ago and tried it again today, using 3.6 currently and still can't get it to work. My normal map just comes out white with no details. I just have a character base mesh with manual topology for the low poly :(

    • @sophie6744
      @sophie6744 ปีที่แล้ว

      same! idk why but I do all the settings the same, but the normal map baking just keeps coming out blank or just straight weird..

  • @joryo3d
    @joryo3d ปีที่แล้ว

    amazing!! thank you!!

  • @starfoxdelta
    @starfoxdelta 11 หลายเดือนก่อน

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

  • @gustavonix
    @gustavonix 7 หลายเดือนก่อน

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

  • @exoticspeedefy7916
    @exoticspeedefy7916 ปีที่แล้ว

    With UE5 Nanite you don't need to do this, can keep high poly assets in game

  • @neondaybreak4548
    @neondaybreak4548 ปีที่แล้ว

    Thanks so much 🙏🙏🙏

  • @kolper6799
    @kolper6799 ปีที่แล้ว +1

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

  • @vizdotlife
    @vizdotlife ปีที่แล้ว +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  ปีที่แล้ว +2

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

  • @evilweenie5743
    @evilweenie5743 ปีที่แล้ว

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

  • @fearfxsquared
    @fearfxsquared 9 หลายเดือนก่อน

    I have 4 rocks, they are seperate objects sharing the same UV1. Can you still do this with multiple rocks selected?