Making a 3D Model Look High Poly Without Normal Maps

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  • เผยแพร่เมื่อ 26 พ.ย. 2024

ความคิดเห็น • 18

  • @Greenman4890
    @Greenman4890 3 ปีที่แล้ว +1

    Good reminder I should use weighted normals in blender, they make it so easy

  • @jefm32
    @jefm32 3 ปีที่แล้ว +1

    You are amazing.

  • @MrMeanor
    @MrMeanor 3 ปีที่แล้ว +1

    Awesome awesome content. I appreciate this so much, my man

  • @farhanakhtar2390
    @farhanakhtar2390 3 ปีที่แล้ว +1

    Really awesom technique. Will you please make tutorial on environment creation (buildings, old house etc) modular assets with atlas map (trim sheet).

    • @FastTrackTutorials
      @FastTrackTutorials  3 ปีที่แล้ว +1

      I am currently working on one :) however this one also covers modular assets and buildings: gum.co/RTgmnP

    • @farhanakhtar2390
      @farhanakhtar2390 3 ปีที่แล้ว

      @@FastTrackTutorials Nice tutorial. But little too costly for me, at least for now. Will definitely buy in future. Till then hoping to get some more good stuffs from you on youtube ;).

    • @FastTrackTutorials
      @FastTrackTutorials  3 ปีที่แล้ว

      @@farhanakhtar2390 The tutorial is actually 50% off right now during the Artstation tutorial sale :) www.artstation.com/a/1564751

  • @jeansamson4079
    @jeansamson4079 3 ปีที่แล้ว +1

    Sub to ur channel! This is exactly what I'm looking for thanksss soo much!

  • @sanchopanza8632
    @sanchopanza8632 2 ปีที่แล้ว +1

    Can i use this weighted version for high poly baking or do i need to make it by sub surface? I mean does this technique work for high poly baking? If it does, it saves a lot of time.

    • @FastTrackTutorials
      @FastTrackTutorials  2 ปีที่แล้ว +2

      No, this will not work for high poly baking as the bake will only show a simple bevel but not the smooth effect

    • @sanchopanza8632
      @sanchopanza8632 2 ปีที่แล้ว

      @@FastTrackTutorials thank you so much for the answer.

  • @taroxsplaylists7960
    @taroxsplaylists7960 3 ปีที่แล้ว

    Really awesome video! Thank you for sharing. However I have a question, do you think it's better to use this technique and using some tilling textures rather than using trim sheets?

    • @FastTrackTutorials
      @FastTrackTutorials  3 ปีที่แล้ว

      It all depends on the model to be honest. if you need something very detailed then sometimes it is easier to use trim sheets because it is more optimized. but if the model is massive then often being able to see actual geo details will look nicer

    • @taroxsplaylists7960
      @taroxsplaylists7960 3 ปีที่แล้ว

      @@FastTrackTutorials Thank you for your reply :) I am just thinking about one personal training project for modular buildings and I am wondering what technique to use :) As I will need some edge damage stuff. Would you recommend to make a trim sheet with edge damage baked inside, but without bevels (I mean bevels baked into the texture) to be used in combination with weighted normals technique? Thank you in advance for your reply :)

  • @HungryCow212
    @HungryCow212 2 ปีที่แล้ว

    I've recently started using this technique, but I've noticed it makes models very difficult to unwrap due to the triangles created where edges converge. Do you have any tips for this?

    • @FastTrackTutorials
      @FastTrackTutorials  2 ปีที่แล้ว

      Hmm there are often different bevel modes including keeping quads. personally, i have never had problems with it so i am not sure how else i can help you.

    • @HungryCow212
      @HungryCow212 2 ปีที่แล้ว

      @@FastTrackTutorials Thanks for your reply. Do any of your tutorial series cover unwrapping a model with face weighted normals? I looked them over, but none of the curriculums specifically mention it.

    • @FastTrackTutorials
      @FastTrackTutorials  2 ปีที่แล้ว +2

      @@HungryCow212 Almost all of them do :)
      But i recommend this one: www.artstation.com/a/8095246
      Or this one:
      www.artstation.com/a/9228814