How to Transfer High poly details to Low poly object in Blender
ฝัง
- เผยแพร่เมื่อ 8 ธ.ค. 2022
- In this video, we are going to look at how to transfer high poly details to low poly objects in Blender and substance painter too. This is a well-known technique, especially in the gaming industry. It is known as 'normal baking' so you can also say that we are also going to bake perfect normals.
My Gumroad Page :- bro123d.gumroad.com/
I hope you will love this video, so if you do ,consider subscribing, you can also support me on my gumroad page or use the TH-cam thanks feature.
I don't wanna be this guy but... Irl axe has a hole in it's head where the handle is supposed to go. Great work nontheless.
🤣 you are the only guy in the world to notice that
@@bro-3d it's a magic axe it does work lolol
Need Groot's Hand for that
Nah they just glue wood to top and bottom
THANK YOU I have been trying to find a tutorial on how to do this for WEEKS but couldn't figure out the right things to Google to find what I was after. This is extremely straightforward and easy to follow!
Most tutorials I've watched on the subject have totally missed out on the cage part. Didn't actually know how to use it so thanks a lot.
Thank you so much, I've been searching a lot of places for information about baking, but you're the only one who made it clear:)
you have a gift my friend.... Not many people know how to explain this very well and you broke it down like it was 3rd grade science class. Thank you for making this and making it easy to understand. I was always confused as to why exactly we would want to do this and now I understand it's really important if you're looking to save your cpu some computing power on rendering, or just trying to downsize the size of the file while keeping the same details to later put it in a game or something that involves low poly!
I'm really pleased to know that 😎
Thank you for this tutorial! Quick tip to everyone: make sure to Apply Scale before doing the UV Unwrap to both low and by poly. To do that, while in Object Mode, select your object and press Shift+A and type scale.
It's Ctrl+A buddy. But thanks
DUDE THIS IS SO COOL. EVERYONE NEEDS TO KNOW HOW TO TURN SCULPTING INTO NORMAL MAPS
Finally a short video that explain the entire process! Thank you
Thank you! Simple yet detailed tutorial, straight to the point.
I just had to say, thank you for that great visual intro in the beginning on the steps in the process. Really helps me as a neurodiverse person!
Great video! This is exactly what I was looking for! I'm making a game in roblox right now, but roblox has a fairly small maximum tri count of 10,000, which means models like trees can't get very detailed. This video helped me make everything look so much better, since I could get so much more detail!
This is the best video explanation I’ve seen of this. Great job. Clear , quick and concise.
This just saved my life, i spent all day today, trying to do something similar and you managed to explain it in less than 10 minutes, thanks you just made my workflow easier
You're welcome!
Exactly what I needed, very good tutorial. thanks!
Hey, really appreciate you and the work you do. Subscribed!
Nice man! This is right to the point excellent job! thanks!
This was really helpful! Thank you.
THANK YOU SO MUCH, great tutorial man, simple to uderstand and at the right pace, keep it up bro 👊
THIS TUTORIAL HELPED MY MODEL I HAD TROUBLE WITH THE BAKING
THANKS Bro 3D!!!! 😃😄❤❤😇🤗
Thank you :D I was creating an anvil from Blender Guru and as his video is for older Blender version I got stuck at baking :D thanks for making it work :D I was furious yesterday when I didnt manage :D
Yeah same happened to me also 🤣
LOL I kinda had the same problem xD
I had no idea that we could use Substance Painter to bake high poly to low poly. It was quite helpful.
Seriously the best, most informative and straight-to-the-point explanation of baking mesh maps for substance painter!
One thing I must ask - are displacement maps created the same way?
Thanks
This will be very helpful for my current project, thank you.
good to see quality content form Indian people, thanks for this tutorial, hope u make more detailed videos on other topics
I always use Simple Bake to do thi, but I was wondering how difficult was with Vanilla Blender. It turns to be very easy. Thanks a lot for your clear explanation.
Works like a charm thank you so much my friend
It was very useful, may God bless you
great tutorial, thank you sir!
TYSM IT HELPED ME SO MUCHHH
Great tutorial thanks.
Thanks bud!
thanks, very simple tutorial but can help me a lot
great video! thank you
Thank you!
Thanks alot for this great tutorial😀
It works perfect
Bro thank you, that was really helpful!
Glad it helped!
Origin point to geometry for both. Shift S snap to 3D cursor
Thanks bro, it's run nice in blender 2.79, THANKS YOU SO MUCH
ITS BEST VIDEO! YOU BEST MAN
thank you very much baking guru
Great tutorial! Do I need to UV unwrap the High Poly Model in order to loaded in Substance?
So good
Thank you very much for making this video. Just one question though. Do you have to re-texture your low poly model if the high poly version already has textures, or can you just use the same base color image file? I didn't quite understand that part.
Look in this video I have only baked normals , so if you want same base color then bake the base color. Just change the bake type frome normal to diffuse or color i guess
Thanks for the clear instructions! Unfortunately they do not seem to work on high poly objects created by Meshroom. I tried it both with and without the UV Unwrap steps, I had hoped that I could decimate my high poly meshroom object into a low poly form then apply the baked normals but the results just don't look right.
Thanks a lot bro
I just one question, is there a away to edit the normal map, like suppose i want to make the normals more detailed or something like that ?
I have multiple textures and I was wondering how to bake one specific image from a higher poly mesh onto a lower poly mesh without copying/baking all the other image textures.
Thanks! Thanks! Thanks!
Bro 3D, thank you Bro
I didn't think blender was able to do this 😮
Do you see any difference comparing to substance painter ?
nvalid cage object, the cage mesh must have the same number of faces as the active object
i think its when i scale up with alt S because the uv after that are strange
I don't understand. I've done this step my step like 5 times. Recreated my entire project each time. When I bake, I get a beautiful normals map of my axe head I made, but when I go to map the objects to apply it to my low poly, the low poly doesn't change
omg... literally two seconds later I figure it out...
If anyone else has this issue, you also have to select the 3rd "viewport shading" option in the main window (top right). Then it shows the applied changes to the low poly.
I stopped chasing my own tail in these endless loops. I've never found a solution for baking or to export nodes. Nodes do not hold when exported as obj, fbx or collada .dae. They look pretty but unless it's a hard geometry type node that can convert to mesh, baking and nodes are pointless and if an insider knows, they are not sharing. That's their money you are messin' with. So what I do is only use Blender 3.3's built in material inputs. Anything in the material inputs holds on export . It's basically the sliders, numbers or images you can apply there in the materials tab. I use gimp to paint some areas and I hand paint others using texture paint. I can also paint on most texture images. You just have to be careful when going between gimp or painting in Blender because I once got confused and overwritten the wrong one that needed to be saved updated. For topology I keep a single vertice linked to my model because I like to see the face planes in real time on my model and the new layer of the model I am making. I make one material green and the other blue to see the new covering easily. It can get tedious and I don't use snapping but it works for me to make a low poly model after sculpting ect. I try to keep my face planes large enough so I can unwrap individual ones if needed to or I repaint certain things that stay to odd looking.I'm now into my creative process having graduated Blender as best as I can but I can't afford easy breezy add ons, I'm not smart on baking or nodes but I'm already making my first worlds for my graphic novel. I found a set of tools that works for me. According to my oldest brother I'm the village idiot but oh well.
Oh my god you're a life saver i appreciate this more than you could ever think i thought i was gonna be stuck here for the rest of time but you've managed to solve my problem i love you man holy thanks so much
This works great! I probably wont get a reply, but the only issue I have is that when I tried to render the scene, my normal maps wont show up, just an empty, sad, low-poly object :/
in 3ds max, the cage is virtual and is in the setting area; Is creating a clone act as a "cage" in Blender the only way to do it? thanks for your time!
Let me try this 😗
Which min amount of RAM should I have to bake super detailed HP to LP? Because now when I am naking 4k texture from pretty dense HP, the image hasn't any info in it (just purple canvas), while all the instructions due to baking process are correctly followed along 😟
Do you have to unwrap the high poly?
after i bake the details into substance painter, how could i transfer the new low poly/high detail model back into blender
Thnk bro but How did you make the axe ? 😊😊
I got a question, does the high poly Axe and the low poly axe have to unwarp the same way? meaning, If the high poly axe is UV unwarp differently than the Remeshed Low poly axe, is there a way to still use the high quality baked UV for the low poly, remeshed model?
No they dont. The high poly mesh doesnt have to be unwrapped at all, it's just the low poly mesh that you're gonna have to unwrap.
hey bro, 3d , i have a model of scifi robot i want to bake the buttons and more small patterns how to do that??
Everything explains in video is working, but WHEN WE RENDER IMAGE WE GET LOW POLY VERSION ONLY, ITS JUST VIEWPOINT AND RENDERPORT, IT DISPLACE CORRECTLT BUT IN ACTUALLY RENDER IT SIMPLY NOT WORKING
What does the cage do??
hey bro do we have to unwrap the high poly mesh also before baking? or only unwrap low poly??
You can just unwrap the low poly mesh only
@@bro-3d thanks :D
This works great, but I didnt understand the purpose of cage
everything is fine up to getting the normal map and that looks good but when I connect the normal map to the BSDF nothing changes on the low poly. any ideas?
EDIT: I seems I was in the wrong viewport mode, you need to be in "material preview" or "rendered"
I think that happened same to many people and they edit it after few days just like you did 😂
@@bro-3d Honestly baking in blender is just a nightmare, every time I try it it doesn't work, now I cant get any detail to bake at all, I just end up with a solid blue normal when it bakes, no detail at all
how to convert it to an image texture
One thing I'm confused on is what do you define as the cage is it as low poly mesh or a slightly bigger low-poly? Another thing I notice is that when you did it in substance the quality was a lot lower is that because he picked a lower map to back on?
The slightly bigger one is the cage. Also while recording I didn't realised that I baked a 2k map in blender and a 512px map in substance, so you know...😝
@@bro-3d ok that makes since. I came across this video because I was trying to see if anyone uploaded anything about transferring details almost flawlessly. Your videos pretty good the project that I want to do is a Greek architecture and I know I can make some really low poly structures like the pillar and the roof part but detailing it and making sure it transfers the right way without looking weird is a part I'm trying to figure out like the edges or the corners.
I don't understand everything because actually, on your tutorial, the low poly is in front of the details of the high poly and for me, I need to have it in back to have the detail. I'm trying on my highpoly character and it's insanely slow so each test is so long
When I try to bake it is looking for high poly model uvs 😒 no matter what I do this is the issue. What am i doing wrong?..
can you do it for a character please ?
hello I just tried to follow your step to bake my models, but there was a problem. the normal map came out transparent. Is there way to solve it? thx.
never mind. I solved.
I just get a blank blue image for the normal. Followed everything you said. What do i do?
Do you made the cage object way bigger ? Make sure that it's just slightly, really slightly bigger than high and low poly object.
Invalid cage object, the cage mesh must have the same number of faces as the active object
is highpoly object has got a uvmap ?
no
Teacher, does the UV of the high-detail model need to be the same as the UV of the low-detail model?
The uvs of the high poly don't matter, just unwrap the low poly version
@@fahrenheit2795 thank you so much❤
Baked model will open in maya ? With low poly mesh
yupp
"Invalid cage object, the cage mesh must have the same number of faces as the active object" i did have the low poly set to active and i didnt change anything in the Cage at all i even reaplaced it again and it didnt work
did you try duplicating the low poly object again and turn it into cage ? And also make sure that you apply modifiers like subdivision surface which increase or decrease the poly count.
ended up with nasty jagged shading in subtance after baking the map, not sure what I'm doing wrong
Hi mate, please try this - go to Node Editor and in Normal Map window instead of selecting "Tangent Space" use "Object Space". I had this strange "alopecia" effect someone else mentioned and it helped me.
@@Suiren115 thank you!
min 5:50 haces un corte no entiendo porque
So is it mandatory to make a cage object? Can't we get the normal map in substance painter without cage object?
Yes you can but in my experience cage gives more accuracy
@@bro-3d okay bro I will try this method also thank you 🙌🏼
Manually orienting an object to match another object's coordinates is amateur at best, very bad practice at worse. Select a single vertex in edit mode and Shift-S to move cursor to selected. Then right click object in object mode and set origin to 3d cursor. Do same for other object then either manually(but precisely/exactly) match coordinates or other methods. Otherwise, "Damn good job" lol!
Whoa, thanks 😮
quick question: do you need to create a material for each object? you didn't mention anything regarding a material in the video and a lot of the things you do require one.
you only need to create a material for low poly version and that's all
The oven is broken please
斧非斧也
Вот бы яндередев увидел
you have a dull ax)
for me is not worcking :(
I like blender but for baking it's bad and i mean very bad and way too long to do.
mine says no valid selected objects
Then select the objects buddy 😂
@@bro-3d buti have selected just like u. first high poly than ctrl low poly
no you forget to select the image textures node, its also happen to me
@@liridoncani Make sure you have both objects unhidden
I had the same issue, setting Cage Extrusion to 0.1 worked for me.
I hate to do it but thumbs down - because - I DO NOT wish to use any 'autodesk' program. I'm becoming a little frustrated that SP has that workflow pretty much locked down and it's the MAJORITY of what tutorials use. UGHHH.
Thanks anyway Bro.
*EDIT - changed to a thumb up cause I did get some value in the end.
Please just say axe instead of axed
nazi? why you’re here just to criticise?
this is fake detail. in 2023 is baking cheap solution