pin.it/6zjaC0bkG In the video, you see 2.6 million triangles because the multires modifier on the model has a total of 5 levels, but only level 2 is active while in object mode. The 9 million polygon count featured on the cover represents the total triangle count of the model in its .fbx format. Thanks for watching.
That is, to create a game ready model, you need to create a low-poly model from a high-poly model and repeat all the "complex geometry" of a high-poly model in Substance 3D Painter? If I'm wrong, could you make an explanatory video, please?
I don't understand something. I use the same method to create armor. Only thing is, the polygroups, like the yellowish braided part on the flap of the arm brace, does not transfer to blender. But in your case they remain even to the point that you can assign materials to them. You use the color ID and an ' add color selection. ' But how do you setup that part? For example if i make shoulder armor, the plate is black but the rims need to be gold.
Hello, I use the color ID channel in a way that it automatically sets up separately for each model inside the .fbx file during the baking process. You can find the setting I'm talking about under the ID tab in the bake menu. unless I have to, I make the model in separate parts as much as possible in all my work.
hi, all texture channels are total 16 mb (Normal, AO, Color, Roughness, Metallic) if I combine with extreme bake method all texture channels to single base color, size will be lower too.
For those who are confused about ID maps and how to get them here are few way to do so: On a highly poly mode: Poly groups in Zbrush or you can manually vertex paint pieces or asign different materials to different model parts in blender and then bake it out in Substance Painter or any other baking software..
By the way using DWAA or DWAB compression on open EXR file can make the size of the texture even smaller with a True ACES CG color space in 16 bit your png that was 16 mb can be 4 or 5 mb and even smaller on grey channel, you can also use 32 bit normal map with the same DWAA compression and it's still smaller than PNG.
I didnt knew that susbtance bake the ID of separated object to the retopology one, i usualy use some vertex paint in Blender or Polygroup of Zbrush to have that kind if ID mask but it's very clever trick i probably try that with many subtool or layer of object, now i need to be better at retopology for that.
Did you that if you hold control while dragging the smart material you see your IDMap and it will automatically create the color selection with the color you dragged your material on
Cara, uma coisa q eu recomendo antes de exportar o seu highpolt e low poly no blender é usar dois modificadores que seram "aplicados" no export, que são weightnormals e triangulate, o weightnormals melhora a qualidade das normals do seu lowpoly, evitando alguns badshadins e gradientes no bake, o triangulate garante que faces não planares ou ngons passem despercebido para dentro da engine, fazendo a engine triangularizar de forma automática e zoando as normals do seu modelo, na teoria o weightnormals modifcador tem que vim em cima de tudo, com keep sharp ativado, n precisa configurar ele, ja o triangulate vem em baixo e precisa lá tbm ter o keep normals ativado, se n ele zoa as normals do weight normals
bro how do u bake grid patterns elements into a low poly cylinder(both low and high same position). I want to get the id information but even if i separate by vertex color or material ID i cant get the right shapes even with a clean uv in the low poly. It gets a bit better if i crack up the anti aliasing resolution but still really bad. Any idea?.
it was suspenseful watching you draw a line through the middle of the gauntlet and watch you skip the part of the line that passed through the middle ring. like, did you forget? was that intentional? it left me hanging
Yes, if you set the "Color Space" option in the "ID" section to "Mesh ID" before starting the bake process in the Substance Painter program, it will create a Color ID for each separate model in your high-polygon .fbx file.
I used Maya and ZBrush between the years 2012 and 2017. Due to issues with Maya's retopology tools, I had started to learn just the topology tools of Blender. For the past 6 years, I have been using only Blender and Substance Painter. However, despite the years passing, Maya and ZBrush are still installed on my computer.
im kinda interested if this works: take the high poly and use voxel remesh so the mesh will be connected into one pice than run quad remesher addon and bum you have low poly in few minutes
Yes, the method you said works. At the same time, after combining the whole model with the remesh modifier, we can make it low poly by adding the decimate modifier on the model. It works without any problems with both methods.
Was each part with a unique ID map also a unique object? I am wondering how you segregated all the parts in your process. Easy enough to generate unique ID maps if each mesh is separate, but a lot of models do not have every part separated. I am wondering how you achieved your ID maps with this one. Was it just separate meshes?
I create an id map with separate meshes in the .fbx file. The small number of parts for this model is an advantage. But as you mentioned, we may experience problems with a very high number of parts. In the last 2 videos I uploaded to the channel, you can examine the baking process and texture painting process of models consisting of more parts.
if you set the "Color Space" option in the "ID" section to Mesh ID in the Substance Painter, it will create a Color ID for each separate model in your high-polygon .fbx file.
To create a color ID map, you can automatically generate the ID map by changing the color ID parameter found in the ID section of the Substance Painter's bake menu to mesh ID.
Really interesting video. but it kind of goes too fast. I'd be really interested to know how you managed to get different material ID's for the individual parts in substance
Actually, since none of the videos I had previously shot had ever reached even 1000 views, I created this video without any planning. As a result, it might have come across as a bit rushed.
I missed your question, my apologies. To create a color ID map, you can automatically generate the ID map by changing the color ID parameter found in the ID section of the Substance Painter's bake menu to mesh ID.
merhaba low poly model tek bir objeden oluşuyor high poly ise parçaların hepsi ayrı ayrı değil mi ctrl j ile birleştirilmemiş sanırım birleştirilmeden bake alıyorum sonuç çok kötü oluyor high poly objedeki her şeyi ctrl j yaptığımda düzgün bake alıyor nedenini biliyor musun
Selamlar, bake işleminde high veya low farketmez modellerin joinlenmiş olması bake esnasından fark oluşurmaz. sadece bake işlemini yaparker "by name" veya "always" tericihiniz joinlenen modellerde farklılık oluşturur. eğer bake ayarlarınızı by name olarak kullanıyorsanız bu durumda kaç parça low poly modeliniz varsa o kadar sayıda ve aynı isimde de high poly modelinizin olması gerekir. "always" tercihini kullanırsanız low ve high modeller arasında eşletirme yapmanı gerekmez. sahnenizi görmediğim için sadece tahmin yürüttüm. iyi çalışmlar
selamlar, substance painter'ın bake penceresinde, id kısmındaki color id seçeneğini mesh id olarak ayarlarsanı otomatik olarak .fbx dosyasınızdaki her ayrı mesh için bir renk ataması yapar.
Hello, there are two important points to consider during the baking process: 1. When creating the low poly model, place the vertices at the highest points of the high poly model and construct the low poly model in a cage form that encompasses the high poly model. 2. Be mindful of the UV stretching on the UV map of the low poly model. It's important to ensure that faces are not tightly packed and are converted to 2D space properly, to avoid the UV stretching problem which can distort the textures.
bilekliği saran dikiş kısmından bahsediyorsanız eğer. o kısım sizinde dediğiniz gibi curve objesi ve modifieri ile yaptım. aslında o kısmı sadece bake işlemlerinin esnekliğini göstermek için koymuştum eğer mevzumuz bake olmasaydı o kısımdaki dikişleri substane painter programında yapardım.
if you set the "Color Space" option in the "ID" section to Mesh ID in the Substance Painter, it will create a Color ID for each separate model in your high-polygon .fbx file.
I subscribed and it was very good and helpful to me. I just have one question in mind. I wonder if 300 tris is really enough when making a mesh that needs to move a lot and be very adaptable to changes for animations. I know it's really enough for objects with little movement, but for example, if there is a swinging animation or when we think of taking what you did in the game and bending it in the middle, a very convincing animation will not come out. I wonder if you know of any resources in your mind or on the internet that can help me with this.
If the model you're working on needs to be flexible for animation, particularly taking the rigging process into account, adding circular edge loops around the areas where each bone will be attached, with between 1 to 3 loops, can keep your model at a low polygon count and also enable you to achieve satisfactory levels during the animation phase.
@@time-lapse-art yea thats clever ,if I understand, it should be similar to the loops added to the knee caps works ı see in the workflows...🤔Thank you so much
thanks for watching! if you set the "Color Space" option in the "ID" section to Mesh ID in the Substance Painter, it will create a Color ID for each separate model in your high-polygon .fbx file.
In the Substance Painter program's bake screen, within the ID section, I set the "Color Source" to "Mesh ID". This procedure creates distinct ID colors for models that are separate from each other.
Sir I have a question. What I want to test is exactly what you did. But I want to bake a square on my model. But SUBSTANCE doesn't know how to bake at all, so I'm curious whether it was because of your ID that SUBSTANCE recognized HIGH POLY. Or is there another reason?
@ddontyy They do create low polys. Its an actual requirement to the workflow. For animated assets, its what enables better deformations and better uv maps. Also sometimes, you need to use a company's low poly base mesh so that all models adopt the same textures. For static objects, it too provides better uv maps. Keep in mind that most companies actually hire a lot of freelancers to model everything. The issue comes when no programmer wants to optimize because they are assigned way more than what they can finish in time.
Hello, considering the capabilities of current technology, Nanite technology indeed offers excellent opportunities for games developed to run on powerful hardware like PC or console GPUs. However, when it comes to mobile GPUs, even with today's technology, the importance of bake processes, especially for detailed and complex scenes, remains. Therefore, we still need to rely on bake processes for development on mobile platforms for the time being. Thank you for watching and for your comment.
@@time-lapse-art Yeah, for mobile and other utilities, this is still relevant, and is amazing to see how great the tecnology is evolving, I remember when was a time that there was even more optimization processes were needed.
lol it's not some magical tech, it is still expected to stay within budget of current hardware, but it's more forgiving. High poly to low poly workflow is still being used by devs using ue5.
You Can have even more feed for nanite if your model are low poly, the million object spread become trillion of trillion if you keep your asset low enough , nanite work better with non animated stuff when you need to animated small asset by thousand of particule it's still better to keep low poly and memory usage .
:) :). To create a color ID map, you can automatically generate the ID map by changing the color ID parameter found in the ID section of the Substance Painter's bake menu to "mesh ID." thanks for watching!
For a small thing like that you probably wont ever notice the low poly angle equip on the arm of a fast moving character. I do a very detail moving character and most of the high detail i made in the texture almost disapear on the motion blur, so why keep adding more detail, because of thoses creepy gamer that want to see the character as close as possible, with multi angle view ?
@@Meteotrance E-sport games, known for being very easy to run, usually have a budget of 50k for weapons in first person. And for characters that you see as teammates or enemies, usually have a polygon budget of 100k. Then when it comes to non e-sport games, hair alone can reach 50k polygons. The only games with poly counts this low are hyper stylized games and mobas, where the camera is locked super far away. Fallout 3, had budgets of 300 tris for single armor pieces and it obviously looks super dated. Also, the textures are 2k. 4 textures is around 16,000 kb meanwhile the model is around 16kb. Geometry data is harder to run, but the polycount to texture sizes is a bad pick. What's next? You can't tell the difference between 144p and 8k because you covered your monitor with vaseline?
@@bobsteven2363 did you realize that back to PS3 or PS2 Era they where more limited in ressource but some game still run at flawless 60 FPS because they restrain there polycount and even more there texture usage, i recommend you to see some doc about texel resolution and the waste of resolution because of bad UV Unwrapping issue, that's more important than you think, an asset like this wont take 4k of resolution on your UHD display but only a small quarter portion of it, until you zoom as fuck on it, there's no reason to put 4k of polycount or even of texel resolution that be a waste for no benefit on detail.
th-cam.com/video/Q9VPbuq976E/w-d-xo.htmlsi=kw41QzR9jz8rqG7G an example of what im taking about, imagine a bullet like that texture in 4k with 50 k of polycount, as Blender Bob Say totaly useless and this man is a Veteran that work for movie like Star Trek is explain why some people of CG industry are crazy for adding so much detail on a small bullet that be motion blur on the final compositing shot and nobody could tell the difference of detail on it compare to a smaller one.
There's a lot of wasted UV space on this, the resolution could have been much greater. Also, why create such a high-detail mesh if you're going to reduce it down to the point where you could have just drawn those details on in a couple of minutes in substance painter? Just seems like a waste to lose all that detail on such a low-poly mesh, double the tri count and it would still be extremely game-ready and look significantly more appealing. big number -> small number = good for TH-cam algorithm maybe?
Hello, I am a lecturer at a university and this model in the video is actually a bracelet of a character I created in class. As we reached the topic of retopology and baking process in class, I recorded this baking process during discussions with my students on how low we can go in terms of polygons. I posted the video on this channel without any prior planning and two days later, to my surprise, the video fell into the algorithm. I opened this channel three years ago and until now, none of my videos had reached 1000 views. Honestly, I am still amazed. As you said, very low polygon = high probability of falling into the TH-cam algorithm. I noticed this situation in this video. To be honest, if I had known it was this simple, I would have prepared such a video two years ago. Unless it's an extreme case, I do not create topology with such low polygons. thanks for watching!
pin.it/6zjaC0bkG
In the video, you see 2.6 million triangles because the multires modifier on the model has a total of 5 levels, but only level 2 is active while in object mode. The 9 million polygon count featured on the cover represents the total triangle count of the model in its .fbx format. Thanks for watching.
That is, to create a game ready model, you need to create a low-poly model from a high-poly model and repeat all the "complex geometry" of a high-poly model in Substance 3D Painter? If I'm wrong, could you make an explanatory video, please?
I don't understand something. I use the same method to create armor. Only thing is, the polygroups, like the yellowish braided part on the flap of the arm brace, does not transfer to blender. But in your case they remain even to the point that you can assign materials to them. You use the color ID and an ' add color selection. ' But how do you setup that part? For example if i make shoulder armor, the plate is black but the rims need to be gold.
Hello, I use the color ID channel in a way that it automatically sets up separately for each model inside the .fbx file during the baking process. You can find the setting I'm talking about under the ID tab in the bake menu. unless I have to, I make the model in separate parts as much as possible in all my work.
Fascinating seeing how much detail you can actually bake.
Its still not good to put 6gb of data in one texture
Wait until he learns about texture compression
@@Gamertaque Where is 6gb of data in one texture?I can't see anything in video?
hi, all texture channels are total 16 mb (Normal, AO, Color, Roughness, Metallic) if I combine with extreme bake method all texture channels to single base color, size will be lower too.
@@time-lapse-art Textureleri birleştirdikten sonra meshin tam ortasından boydan boya bir çizgi çıkıyor.O sorunu nasıl çözecebiliriz bilginiz var mı
I always knew how to bake my details in and the like but I had no idea how FAR it could be taken, this opened my mind.
great, i'm so happy about it
this is mindblowing thanks for showing us your workflow
you r welcome, have a good work
For those who are confused about ID maps and how to get them here are few way to do so: On a highly poly mode: Poly groups in Zbrush or you can manually vertex paint pieces or asign different materials to different model parts in blender and then bake it out in Substance Painter or any other baking software..
Yes, this method can be used as a different way to create an id map. but I use automatic creation method. thanks for your suggestion.
What is you method? I had to create a set up with geo nodes to do that but the material method sounds easier. @time-lapse-art
By the way using DWAA or DWAB compression on open EXR file can make the size of the texture even smaller with a True ACES CG color space in 16 bit your png that was 16 mb can be 4 or 5 mb and even smaller on grey channel, you can also use 32 bit normal map with the same DWAA compression and it's still smaller than PNG.
Thank you for this video, just now learned what ID maps actually do and how to use them, GAME CHANGER!
yes ID maps is so amazing. thanks for watching!
I still need to learn how to do that.
I didnt knew that susbtance bake the ID of separated object to the retopology one, i usualy use some vertex paint in Blender or Polygroup of Zbrush to have that kind if ID mask but it's very clever trick i probably try that with many subtool or layer of object, now i need to be better at retopology for that.
That's a good bake, good job!
Lovely.
ive never used substance painter but holy shit that seems impressive
Amazing job!
It was funny watching you struggle with the stitches trying to get the right stroke. I feel you 😂 we’ve all been there
Did you that if you hold control while dragging the smart material you see your IDMap and it will automatically create the color selection with the color you dragged your material on
nice! thanks for sharing!
Thanks!
Cara, uma coisa q eu recomendo antes de exportar o seu highpolt e low poly no blender é usar dois modificadores que seram "aplicados" no export, que são weightnormals e triangulate, o weightnormals melhora a qualidade das normals do seu lowpoly, evitando alguns badshadins e gradientes no bake, o triangulate garante que faces não planares ou ngons passem despercebido para dentro da engine, fazendo a engine triangularizar de forma automática e zoando as normals do seu modelo, na teoria o weightnormals modifcador tem que vim em cima de tudo, com keep sharp ativado, n precisa configurar ele, ja o triangulate vem em baixo e precisa lá tbm ter o keep normals ativado, se n ele zoa as normals do weight normals
Agradeço pelos conselhos importantes que você me deu !!
bro how do u bake grid patterns elements into a low poly cylinder(both low and high same position). I want to get the id information but even if i separate by vertex color or material ID i cant get the right shapes even with a clean uv in the low poly. It gets a bit better if i crack up the anti aliasing resolution but still really bad. Any idea?.
it was suspenseful watching you draw a line through the middle of the gauntlet and watch you skip the part of the line that passed through the middle ring. like, did you forget? was that intentional? it left me hanging
if u mean the line on the 6:38, yes I forgot that line. I see that after publish the video. thank u for your care!
Amazing work, quick question does the id map came from baking the high poly?
Yes, if you set the "Color Space" option in the "ID" section to "Mesh ID" before starting the bake process in the Substance Painter program, it will create a Color ID for each separate model in your high-polygon .fbx file.
Incredible! Is your entire workflow done with just Blender and Substance Painter?
I used Maya and ZBrush between the years 2012 and 2017. Due to issues with Maya's retopology tools, I had started to learn just the topology tools of Blender. For the past 6 years, I have been using only Blender and Substance Painter. However, despite the years passing, Maya and ZBrush are still installed on my computer.
im kinda interested if this works: take the high poly and use voxel remesh so the mesh will be connected into one pice than run quad remesher addon and bum you have low poly in few minutes
Yes, the method you said works. At the same time, after combining the whole model with the remesh modifier, we can make it low poly by adding the decimate modifier on the model. It works without any problems with both methods.
@@time-lapse-art awesome
Was each part with a unique ID map also a unique object? I am wondering how you segregated all the parts in your process. Easy enough to generate unique ID maps if each mesh is separate, but a lot of models do not have every part separated. I am wondering how you achieved your ID maps with this one. Was it just separate meshes?
I create an id map with separate meshes in the .fbx file. The small number of parts for this model is an advantage. But as you mentioned, we may experience problems with a very high number of parts. In the last 2 videos I uploaded to the channel, you can examine the baking process and texture painting process of models consisting of more parts.
So do we ever need the high poly in games? Or is it all 4k texturing doing the tricks?
Good textured meshes are better than high poly meshes for optimized games.
@@time-lapse-art thanks. Great work!!!
informative thanks
Nice
3:24 how to make every object have color itself?
if you set the "Color Space" option in the "ID" section to Mesh ID in the Substance Painter, it will create a Color ID for each separate model in your high-polygon .fbx file.
Did you get the ID properties for Substance from the sculpt you made?
To create a color ID map, you can automatically generate the ID map by changing the color ID parameter found in the ID section of the Substance Painter's bake menu to mesh ID.
Really interesting video. but it kind of goes too fast. I'd be really interested to know how you managed to get different material ID's for the individual parts in substance
Actually, since none of the videos I had previously shot had ever reached even 1000 views, I created this video without any planning. As a result, it might have come across as a bit rushed.
I missed your question, my apologies. To create a color ID map, you can automatically generate the ID map by changing the color ID parameter found in the ID section of the Substance Painter's bake menu to mesh ID.
merhaba low poly model tek bir objeden oluşuyor high poly ise parçaların hepsi ayrı ayrı değil mi ctrl j ile birleştirilmemiş sanırım birleştirilmeden bake alıyorum sonuç çok kötü oluyor high poly objedeki her şeyi ctrl j yaptığımda düzgün bake alıyor nedenini biliyor musun
Selamlar, bake işleminde high veya low farketmez modellerin joinlenmiş olması bake esnasından fark oluşurmaz. sadece bake işlemini yaparker "by name" veya "always" tericihiniz joinlenen modellerde farklılık oluşturur. eğer bake ayarlarınızı by name olarak kullanıyorsanız bu durumda kaç parça low poly modeliniz varsa o kadar sayıda ve aynı isimde de high poly modelinizin olması gerekir. "always" tercihini kullanırsanız low ve high modeller arasında eşletirme yapmanı gerekmez. sahnenizi görmediğim için sadece tahmin yürüttüm. iyi çalışmlar
can you please make one proper step by step tutorial explaining process and addon you using❤
I will be making a video on the baking processes as you suggested at the first opportunity. Thanks for watching and for the suggestion!
Shouldn't you have inverted te normal map for blender?
If you select OpenGL as the normal map type when creating a new project in Substance Painter, you won't need to invert the normal map for Blender.
@@time-lapse-art aha, you sir are a wizard and have inspired me to learn id maps. Looks op.
Kral 3:25 teki yerlere nasıl idmap atadın orayı anlamadım highpolyden aktarılabiliyor mu
selamlar, substance painter'ın bake penceresinde, id kısmındaki color id seçeneğini mesh id olarak ayarlarsanı otomatik olarak .fbx dosyasınızdaki her ayrı mesh için bir renk ataması yapar.
incredible, how you dont get any artifacts?
Exactly my thought.
I have only used Blender for baking yet so I believe it must be some Substance Painter magic.
@@therealKrak i need some of that magic, i struggle a lot not to get any artifact. And my high and low dont differ that much
@@Olimpoo sometimes can be caused with uvs that are too streched or very long tris. Also adjusting the ray distance is key
Hello, there are two important points to consider during the baking process:
1. When creating the low poly model, place the vertices at the highest points of the high poly model and construct the low poly model in a cage form that encompasses the high poly model.
2. Be mindful of the UV stretching on the UV map of the low poly model. It's important to ensure that faces are not tightly packed and are converted to 2D space properly, to avoid the UV stretching problem which can distort the textures.
Hocam emeğine sağlık :)
teşekkür ederim
@@time-lapse-art şu dikişli yerleri ve kemerli kısmı nasıl yaptığınıza dair bir teknik var mıdır, mesela curve kullanmak gibi
bilekliği saran dikiş kısmından bahsediyorsanız eğer. o kısım sizinde dediğiniz gibi curve objesi ve modifieri ile yaptım. aslında o kısmı sadece bake işlemlerinin esnekliğini göstermek için koymuştum eğer mevzumuz bake olmasaydı o kısımdaki dikişleri substane painter programında yapardım.
what hdri/lighting do you use for substance painter?
I'm using the standard hdri "panorama" light from Substance Painter.
How did you get the ID mask map?
if you set the "Color Space" option in the "ID" section to Mesh ID in the Substance Painter, it will create a Color ID for each separate model in your high-polygon .fbx file.
I subscribed and it was very good and helpful to me. I just have one question in mind. I wonder if 300 tris is really enough when making a mesh that needs to move a lot and be very adaptable to changes for animations. I know it's really enough for objects with little movement, but for example, if there is a swinging animation or when we think of taking what you did in the game and bending it in the middle, a very convincing animation will not come out. I wonder if you know of any resources in your mind or on the internet that can help me with this.
If the model you're working on needs to be flexible for animation, particularly taking the rigging process into account, adding circular edge loops around the areas where each bone will be attached, with between 1 to 3 loops, can keep your model at a low polygon count and also enable you to achieve satisfactory levels during the animation phase.
@@time-lapse-art yea thats clever ,if I understand, it should be similar to the loops added to the knee caps works ı see in the workflows...🤔Thank you so much
you r welcome, have a good work
Are you sculpting it in blender?
yes blender 4.1
how did you make the id ?, great video tho !
thanks for watching! if you set the "Color Space" option in the "ID" section to Mesh ID in the Substance Painter, it will create a Color ID for each separate model in your high-polygon .fbx file.
Woow
Eline sağlık
Teşekkürler.
Teşekkürler.
muito bacana
how do you make id map?
In the Substance Painter program's bake screen, within the ID section, I set the "Color Source" to "Mesh ID". This procedure creates distinct ID colors for models that are separate from each other.
sounds great I thank you@@time-lapse-art
Hocam bunun serisi gelir mi ?
Selamlar muhtemelen hayır :/
@@time-lapse-art Ah be bu olmadı :) Ust kısımdaki dikiş alanlarını vs nasıl yaptınız merak etmiştim.
in blender AND in any other 3d software.
Sir I have a question. What I want to test is exactly what you did. But I want to bake a square on my model. But SUBSTANCE doesn't know how to bake at all, so I'm curious whether it was because of your ID that SUBSTANCE recognized HIGH POLY. Or is there another reason?
Good lord thanks mam
This is kinda close to magic..
Art is a magic ...
@@time-lapse-art not true, my art can prove it..
dont think like that something need just time @@EmvyBeats
Me seem low poly with painting
:you bloody lier!!
Me see the video
Goodness!!!!!!! You are smart!!
AAAA studios: We Don't Do That Here
@ddontyy We're saying AAA companies don't bother at all with anything.
@ddontyy They do create low polys. Its an actual requirement to the workflow. For animated assets, its what enables better deformations and better uv maps. Also sometimes, you need to use a company's low poly base mesh so that all models adopt the same textures. For static objects, it too provides better uv maps. Keep in mind that most companies actually hire a lot of freelancers to model everything. The issue comes when no programmer wants to optimize because they are assigned way more than what they can finish in time.
Most of them didnt got the joke
this job is very very hard
thanks for watching
It is amazing to know that with the Nanite on Unreal Engine, you dont need to do this process anymore.
Hello, considering the capabilities of current technology, Nanite technology indeed offers excellent opportunities for games developed to run on powerful hardware like PC or console GPUs. However, when it comes to mobile GPUs, even with today's technology, the importance of bake processes, especially for detailed and complex scenes, remains. Therefore, we still need to rely on bake processes for development on mobile platforms for the time being. Thank you for watching and for your comment.
@@time-lapse-art Yeah, for mobile and other utilities, this is still relevant, and is amazing to see how great the tecnology is evolving, I remember when was a time that there was even more optimization processes were needed.
lol it's not some magical tech, it is still expected to stay within budget of current hardware, but it's more forgiving. High poly to low poly workflow is still being used by devs using ue5.
You Can have even more feed for nanite if your model are low poly, the million object spread become trillion of trillion if you keep your asset low enough , nanite work better with non animated stuff when you need to animated small asset by thousand of particule it's still better to keep low poly and memory usage .
8/10. 10/10 if you showed us how you made the ID map.
:) :). To create a color ID map, you can automatically generate the ID map by changing the color ID parameter found in the ID section of the Substance Painter's bake menu to "mesh ID." thanks for watching!
@@time-lapse-art thank you!
YEREL DİSK AUUUUUUUUUUUUUUUUUUUUU
hold on a second
YOU CAN PAINT THE NORMAL MAP !
You did a good job. Although I would never go that low poly XD, For sure at least 1k polys-2k polys.
:) thanks
For a small thing like that you probably wont ever notice the low poly angle equip on the arm of a fast moving character. I do a very detail moving character and most of the high detail i made in the texture almost disapear on the motion blur, so why keep adding more detail, because of thoses creepy gamer that want to see the character as close as possible, with multi angle view ?
@@Meteotrance E-sport games, known for being very easy to run, usually have a budget of 50k for weapons in first person. And for characters that you see as teammates or enemies, usually have a polygon budget of 100k. Then when it comes to non e-sport games, hair alone can reach 50k polygons. The only games with poly counts this low are hyper stylized games and mobas, where the camera is locked super far away. Fallout 3, had budgets of 300 tris for single armor pieces and it obviously looks super dated. Also, the textures are 2k. 4 textures is around 16,000 kb meanwhile the model is around 16kb. Geometry data is harder to run, but the polycount to texture sizes is a bad pick. What's next? You can't tell the difference between 144p and 8k because you covered your monitor with vaseline?
@@bobsteven2363 did you realize that back to PS3 or PS2 Era they where more limited in ressource but some game still run at flawless 60 FPS because they restrain there polycount and even more there texture usage, i recommend you to see some doc about texel resolution and the waste of resolution because of bad UV Unwrapping issue, that's more important than you think, an asset like this wont take 4k of resolution on your UHD display but only a small quarter portion of it, until you zoom as fuck on it, there's no reason to put 4k of polycount or even of texel resolution that be a waste for no benefit on detail.
th-cam.com/video/Q9VPbuq976E/w-d-xo.htmlsi=kw41QzR9jz8rqG7G an example of what im taking about, imagine a bullet like that texture in 4k with 50 k of polycount, as Blender Bob Say totaly useless and this man is a Veteran that work for movie like Star Trek is explain why some people of CG industry are crazy for adding so much detail on a small bullet that be motion blur on the final compositing shot and nobody could tell the difference of detail on it compare to a smaller one.
Ok let him cook 💀🔥
So the only way to create high textured models is with substance painter? Aw man....😔
Of course not, but Substance Painter has very practical features for baking processes and texture creation.
@@time-lapse-art do you have any tutorials using different programs or a different method to get the same result you got in the video?! 👀
There's a lot of wasted UV space on this, the resolution could have been much greater. Also, why create such a high-detail mesh if you're going to reduce it down to the point where you could have just drawn those details on in a couple of minutes in substance painter? Just seems like a waste to lose all that detail on such a low-poly mesh, double the tri count and it would still be extremely game-ready and look significantly more appealing. big number -> small number = good for TH-cam algorithm maybe?
Hello, I am a lecturer at a university and this model in the video is actually a bracelet of a character I created in class. As we reached the topic of retopology and baking process in class, I recorded this baking process during discussions with my students on how low we can go in terms of polygons. I posted the video on this channel without any prior planning and two days later, to my surprise, the video fell into the algorithm. I opened this channel three years ago and until now, none of my videos had reached 1000 views. Honestly, I am still amazed. As you said, very low polygon = high probability of falling into the TH-cam algorithm. I noticed this situation in this video. To be honest, if I had known it was this simple, I would have prepared such a video two years ago. Unless it's an extreme case, I do not create topology with such low polygons. thanks for watching!