Transfer HIGH POLY details to LOW POLY object in Blender
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- เผยแพร่เมื่อ 20 พ.ค. 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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Sad that the Starfield devs didn't see this video before release.
The AutoCAD sandwich still gets me
@@RadiantMantra what do you mean with AutoCAD swandich, is it mean what i thought?, like model made in AutoCAD?
They don't have the engine for it.
@@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
@@brunolopez9645 The circulated image was fake and made after the game's release, but basically the sandwich had 70k faces.
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.
Render with a single sample, it makes no difference to use more but makes the bake instant
Hehe funny
New here. At which timeline?
Doesn't matter timeline just stay at first frame and 1 sample and bake it'll work
chat is this true
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.
nice idea! I'm new to blender, do you have a tutorial to do this?
@@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.
@@Shining4Dawn I just saw the channel and I will follow it, thanks for the info bro
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.
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)
This is very helpful this will work great on a full landscape from millions of polys down to a minimal amount thanks for sharing!
I like this Video, particularly good explanation shows all the complete workflow without confusing things added on!
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!!
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🙂
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.
Such an important tip! Thanks for sharing you're amazing
Excellent! I feel much more confident after seeing how simple you made this process.
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.
Great lesson. Thank you.
Thank you very much, this was a great lesson!
You say BAKE with so much energy. Loved it, even tho I'm not into blender or 3d rendering.
It was a really good lesson... I always render scenes with lot of polygons.... Thanks brow.
Wow, That was helpful
Thank you so much✨
Thank you for explaining it so well, so happy I found this tutorial!
Finally I understand about baking! Thank you so much!!!😭
amazing!! thank you!!
Thanks! Very helpful. Good luck on your TH-cam journey! It is quite the endeavor.
Loved this tutorial very much! Thanks!
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.
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.
Is it free?
@@user-ut6tw2ps4k completely open source add-on, it's on git-hub and downloadable from some other places as well.
Yes@@user-ut6tw2ps4k
@@user-ut6tw2ps4k Yes, it’s made by TH-camr Jayanam who also makes Blender tutorials.
Yes, it is
This tutorial helped me out a lot! Thank you!
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
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!
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.
Superrrr video..very helpful .. was searching exactly this.. thanks a ton !!! 🔥🔥🔥🔥
Using a decimal separator in the thumbnail makes it seem like your turning a really low poly model into a higher poly one!
Thank you, for the nice video! It helped me a lot.
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.
Very clear and efficient process! Thank you!
Finally a tutorial that helped me bake the normals of my object thanks so much
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!
Thank you so much for the multires method.Something new I learnt today
Really fantastic walkthrough. Thanks!
Excellent video, couldn't be more clear, thank you!
Good explanation THANKS
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
I'm glad that you like it.
Texture baking is very important to learn.
man i was stuck on this topic for so long, just now because of you i understand it, thanks
Just amazing, thank you so much !
Super useful tutorial, thank you !
thanks for the time it took u to share, so usefull
I couldn't get the first technique to work on Blender 3.6 but the multires modifier worked OK. Thanks.
I live what you did here. Rly helpful
Just see this video in my youtube suggestions. Watched it and subscribe immediately. You making good explanation of things! Keep going!
Thank you.
Nemanja, I never knew you had a Blender channel, this is Exciting! I've always followed your Outstanding tutorials on Photoshop!
I started this channel recently, because a lot of people requested Blender tutorials. And I can't do it on my Photoshop channel. 💪🏼😎
Best guy for this. Ty
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.
Thank's brother , it helped me .
Thank you for this
Great video! Thank you 🫶🏻
Super useful, thanks
Nice!
Thanks, man!
Thanks so much 🙏🙏🙏
We need to send this to that guy who made 70k polygon sandwitch in starfield.
THANK YOU!!!!!!!!!!!!!!!!!!!
The Garten of banban devs played this video in reverse lol
great video. thank´s
earned a sub!
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
Very helpful Nemanja as usual
I'm glad that you like it.
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.
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?
In order to bake normals you need to switch to Cycles. You can later use Eevee for render...
i needed this so badd
ThX
works with the normals but not with base color. It copies the height instead :(
im using UDIMS, so maybe thats why?
thanks
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
Is there a possibilty to automate this process of several manual steps or is there maybe a tool / addon doing this job?
so smart 👍
Nice
Does this work well with characters, or do you need to strategically retopologize and seam for unwrap.
Depends on a character. It can work. But you should always have a good low poly topology and transfer details on that one.
Great video! Question, which Mac are you running for your work? OR just straight up how much memory do you have?
Thanks. I'm using M1 Max MacBook Pro with 64 GB of RAM
Does this work for character models as well, or would another method be needed?
Thanks this video is so helpful to all 3d artists
You're welcome.
Thank you, I'm glad you showed both methods. Excellent !! A very helpful video for a difficult concept.
You're welcome 😊
Simple bake is a must have for Blender. It would help save time
It probably could save time If there were an option in the remesh Systems
thank you i finally baked a normal map
i loved that HDRI lol ! do you know which one you used?
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 .
The low poly is using the texture that is baked from a high poly model. We are making the texture here.
Normal maps are witchcraft. Super helpful video though. Saving this one for reference.
he never deleted the high version and always covered the low one, gg genious.
I could also just use quad remesher from exosuit?
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!
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
@@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.
i cant believe this channel only have 3k subs, i thought some 600k
Thanks. Maybe one day 🙂
Seems like Multires bake way is faster and easier. Thanks for nice and straightforward video.
Thanks
Thank you!
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.
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.
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 :(
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..
I have 4 rocks, they are seperate objects sharing the same UV1. Can you still do this with multiple rocks selected?
I'm making a game with many animated NPCs, can applying this technique to NPCs reduce the quality of the animations within the game?
can you take a model of bologna and make it voronoi baloney?
whats the difference between the multires and the other method?
Just a different approach to the same thing.
Nice. 🙂
Thanks!
Rock and stone?
Wery useful for starfield