Do you have another method for converting hi-poly assets from Meshroom to low-poly, game-ready assets in Blender? If you do, I would love to hear from you.
I've tried following along with three or four other tutorials on this subject and was on the verge of rage-quit when I found yours. I finally got this to work! I don't know what I was missing from the others but this time success. Thank you!
I see I'm not the only one for whom this video is the breakthrough for baking Normals. Excellent walkthrough of this procedure. I had two main problems, a conceptual one and a really basic one: target LowPoly mesh needs to have UVs unwrapped and a target image ready, and then, embarrassingly, I was trying to select the second target mesh with Shift+LMB not Ctrl+LMB... So that was never going to work. Your video covers steps fairly explicitly, at a no nonsense pace, and it is clearly labeled with large text throughout. Easy to follow and informative. Thank you so much for this outstanding tutorial.
This is one of the most concise blender tutorials Ive seen. I always use the decimate modifier on high res model and call it a day, I'll be definitely trying this the next time i'm working on high poly mesh
Thankyou sir i saw this video and got the output for my project... Thank you for making this video with time and hardwork again thankyou so much Namaste 🙏🙏🙏
Tip to save time, just press stop in meshroom as it gets to the texturing process, Then you find your model in "Meshfiltering" then import that into your 3D app for cleanup and UV unwrapping. then bring back to meshroom for final texturing. Saves you ALOT of time.
You can right click any node in the tree and choose "compute" to only go as far as that node without having to monitor progress and press "stop" yourself. Regarding cleanup and bringing back to meshroom, I assume it'll work as long as you don't rotate or scale anything. How do you bring the model back in, though? Just save the same .obj format, remove mesh input noodle from the next node & paste the path to the updated mesh into the mesh attribute box of the next node?
Cage baking is really helpul when your maps have glitches on the edges. To create a cage just duplicate your low poly and then select all faces and scale it among normals (it may look like a balloon). Here is a great video about it: ruclips.net/video/nJ0PM7m9TJc/видео.html
Very good video mate, Im doing the same with my models only I use Reality capture it costs a bit but gives often better results. I hope you make other videos on the topic.
Very nice tutorial but I'm having one issue. When I try to bake the diffuse texture, I get the error [No active image found in material "HiRes_Material" (0) for object "LowRes"]. I tried reselecting everything in the order you recommended but I couldn't get it to create any image files. Help on this step would be much appreciated.
Hi. Many thanks for watching. Off the top of my head, I think the issue is that you haven't created an image node in your low-res model. You also need to ensure that that node is selected. I hope that helps.
Hi blender bones. This is Santiago from Argentina. I am looking for the best way to decimate (and reduce file size) high resolution meshes of buildings. I really need to reduce file size considerably (10 x maybe?) without compromising photorealism and image resolution. Currently I am working on a mesh (obj file) which is 1.9 GB. Do you think the method you explain in these videos is the most suitable way to achieve what I am looking? Any other suggestion? Thank you so much
Hey, thanks for your comment. I suggest that this method is great for most models. However, if you are working with objects that have clean geometry, I would suggest using your high res models as a reference, and build using cubes, edge loops, extrudes, etc. In this way, you will have an accurate model with regards to proportion, whilst keeping the mesh size to a bare minimum. So, load up your high res model - go into wireframe view - drop a cube in there and start sizing it up to fit the original. Then delete/hide your hi-res model. You might need to go back and photograph the original building, to get better textures for each side of your model. I hope this helps. I have only explained a fraction of what you need to do here, but hopefully it will lead you onto the right path.
Hi. To fill holes: 1.Tab into edit mode in Blender. 2.Select vertex or edge select. 3.Select the edges or vertexes around the hole. 4.Press 'F' on the keyboard to fill. 5.Use the knife tool 'K' to cut up the fill into four sided faces. 6.Re-texture using the Clone tool in the Texturing Paint tab. There are other methods, but this is the easiest to explain.. I hope it goes well.
@@honestview Hey, I just hope it works for you. This is most likely, the simplest approach. I am sure that there are many better ways, but do give it a go.
2 года назад+1
oh heck, wish there was a plugin for this... for us photographers (who are just starting in Blender)
The important thing is most of the time the Instant mesh is having lot of open spaces between the mesh faces.. its hard to solve. DO you have any suggestion In getting clean remesh
Sorry for the delay in getting back to this. I suggest you remodel it as best you can and then, with the optimised mesh imported, fix it up in Blender. If it is a matter of just getting a better mesh, I suggest taking a look at the comb tool within Instant mesh. Spend a bit of time, combing in the direction you want the mesh to run in. I hope I have answered your question.
@@blenderbonesI'm having the same issue. The bake process just generates a black texture overlayed on my partitioned segments. When I save the file, it is clearly just a black texture. Any ideas?
Do you have another method for converting hi-poly assets from Meshroom to low-poly, game-ready assets in Blender? If you do, I would love to hear from you.
Hmmm...perhaps the topic for a future video. I will think about that one :)
I've tried following along with three or four other tutorials on this subject and was on the verge of rage-quit when I found yours. I finally got this to work! I don't know what I was missing from the others but this time success. Thank you!
My pleasure :)
I see I'm not the only one for whom this video is the breakthrough for baking Normals. Excellent walkthrough of this procedure. I had two main problems, a conceptual one and a really basic one: target LowPoly mesh needs to have UVs unwrapped and a target image ready, and then, embarrassingly, I was trying to select the second target mesh with Shift+LMB not Ctrl+LMB... So that was never going to work.
Your video covers steps fairly explicitly, at a no nonsense pace, and it is clearly labeled with large text throughout. Easy to follow and informative. Thank you so much for this outstanding tutorial.
I am glad you found it useful. Baking textures is super useful. Onward and upward!
Like some others have said, I tried a bunch of other tutorials with no luck, but yours was super clear and concise. Thank you so much!!!
Many thanks for your comment. Glad to be on service :)
This is one of the most concise blender tutorials Ive seen. I always use the decimate modifier on high res model and call it a day, I'll be definitely trying this the next time i'm working on high poly mesh
Thankyou sir i saw this video and got the output for my project...
Thank you for making this video with time and hardwork again thankyou so much
Namaste 🙏🙏🙏
You're welcome. I hope it all goes well.
Very well put together. Simple, direct and done.
Really thank you from Brazil,
You made the best tutorial on youtube for photogram / retopo in blender.
Keep the good work :)
That has made my day. :) Many, many thanks!
Tip to save time, just press stop in meshroom as it gets to the texturing process,
Then you find your model in "Meshfiltering" then import that into your 3D app for cleanup and UV unwrapping.
then bring back to meshroom for final texturing.
Saves you ALOT of time.
Many thanks for that tip. I will give it a go. Anything to speed up the workflow!
You can right click any node in the tree and choose "compute" to only go as far as that node without having to monitor progress and press "stop" yourself.
Regarding cleanup and bringing back to meshroom, I assume it'll work as long as you don't rotate or scale anything.
How do you bring the model back in, though? Just save the same .obj format, remove mesh input noodle from the next node & paste the path to the updated mesh into the mesh attribute box of the next node?
@@neilgordon1981 @Neil Gordon Great suggestions Neil. I will try that out with regards to Meshroom and the right-click.
Lovely job. Most concise and comprehensive. Thanks dude
You're welcome!
I give this tutorial from you 10/10 possible points. You know your stuff :)
Great video!
Glad you enjoyed it
Great video! Using a cage is also really helpull when baking in blender.
Thanks OMiedo. That sounds interesting. Could you tell me more?
Cage baking is really helpul when your maps have glitches on the edges. To create a cage just duplicate your low poly and then select all faces and scale it among normals (it may look like a balloon). Here is a great video about it: ruclips.net/video/nJ0PM7m9TJc/видео.html
@@boxcolliderdevs Many thanks. I will look into this. Sounds good!
Very good video mate, Im doing the same with my models only I use Reality capture it costs a bit but gives often better results. I hope you make other videos on the topic.
Thanks Anel. I will have to take a look. I tend to be a bit of a cheap-skate - always looking for the free option ;) - Thanks for your comment.
You have made an excellent tutorial on photogrammetry.I am eager to try this :)
Many thanks! I am thinking of doing another on this subject. This time, it will be converting a photogrammetry building into a low poly model!
Rly nice :) thanks everything was understandable
Fast and clear !
Thanks Chipo!
Thank you
You're welcome :)
amazing amazing amazingly done tutorial ! looking forward to more bones :D
Very nice tutorial but I'm having one issue. When I try to bake the diffuse texture, I get the error [No active image found in material "HiRes_Material" (0) for object "LowRes"]. I tried reselecting everything in the order you recommended but I couldn't get it to create any image files. Help on this step would be much appreciated.
Hi. Many thanks for watching. Off the top of my head, I think the issue is that you haven't created an image node in your low-res model. You also need to ensure that that node is selected. I hope that helps.
Hi blender bones. This is Santiago from Argentina. I am looking for the best way to decimate (and reduce file size) high resolution meshes of buildings. I really need to reduce file size considerably (10 x maybe?) without compromising photorealism and image resolution. Currently I am working on a mesh (obj file) which is 1.9 GB. Do you think the method you explain in these videos is the most suitable way to achieve what I am looking? Any other suggestion? Thank you so much
Hey, thanks for your comment. I suggest that this method is great for most models. However, if you are working with objects that have clean geometry, I would suggest using your high res models as a reference, and build using cubes, edge loops, extrudes, etc. In this way, you will have an accurate model with regards to proportion, whilst keeping the mesh size to a bare minimum. So, load up your high res model - go into wireframe view - drop a cube in there and start sizing it up to fit the original. Then delete/hide your hi-res model. You might need to go back and photograph the original building, to get better textures for each side of your model. I hope this helps. I have only explained a fraction of what you need to do here, but hopefully it will lead you onto the right path.
Do you have a video of how to fill holes (I've captures some 3D objects only from the front, I need to fill in the back)
Hi. To fill holes:
1.Tab into edit mode in Blender.
2.Select vertex or edge select.
3.Select the edges or vertexes around the hole.
4.Press 'F' on the keyboard to fill.
5.Use the knife tool 'K' to cut up the fill into four sided faces.
6.Re-texture using the Clone tool in the Texturing Paint tab.
There are other methods, but this is the easiest to explain.. I hope it goes well.
@@blenderbones You Truely are Blender King!
@@honestview Hey, I just hope it works for you. This is most likely, the simplest approach. I am sure that there are many better ways, but do give it a go.
oh heck, wish there was a plugin for this... for us photographers (who are just starting in Blender)
I agree. That would be great.
The important thing is most of the time the Instant mesh is having lot of open spaces between the mesh faces.. its hard to solve. DO you have any suggestion In getting clean remesh
Sorry for the delay in getting back to this. I suggest you remodel it as best you can and then, with the optimised mesh imported, fix it up in Blender. If it is a matter of just getting a better mesh, I suggest taking a look at the comb tool within Instant mesh. Spend a bit of time, combing in the direction you want the mesh to run in. I hope I have answered your question.
how to remove part on the 3d model? it's explicated for the person who don't have knowledge on blender please
Sorry for the big delay in answering this question. The next video I produce will be on this topic. Stay tuned.
I dont know what im doing wrong, after baking the two models turns black
Did you save the texture files that Blender generated?
@@blenderbonesI'm having the same issue. The bake process just generates a black texture overlayed on my partitioned segments. When I save the file, it is clearly just a black texture. Any ideas?