3D CHARACTER FULL BAKING GUIDE

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  • Опубликовано: 16 окт 2024

Комментарии • 113

  • @Nate-pq4qg
    @Nate-pq4qg 3 года назад +26

    The ambient occlusion painting fix is a life saver, wish I knew about that a year ago!

    • @niteshshrestha8529
      @niteshshrestha8529 4 месяца назад

      Hey got a quick question, after we fix AO, do we export the texture like we usually do if we wish to take the textures to unreal?

  • @HelloFabs
    @HelloFabs 2 года назад +7

    The ambient occlusion advice is ALWAYS overlooked in other tutorials, but here, you made sure to explain about it, among so many other great tips.
    Thank you so much!!

  • @shankardas531
    @shankardas531 2 года назад +1

    Nice Work Annabelle. Thank you

  • @prashanth7968
    @prashanth7968 2 года назад

    Thank you so much... Last tip fixing AO is such a treasure found. Thanks again...

  • @pyros.
    @pyros. 2 года назад

    Me out here vibing to Lensko's music in the background "Let's go"
    Great tutorial and music, what more could I ask for.

  • @Bianca-ik2yi
    @Bianca-ik2yi 3 года назад +1

    this video is a godsend you have no idea (to find something with my exact workflow/programs)
    i am so grateful to you !!!! definitely will be referring to this from now on

    •  3 года назад +1

      Thanks Bianca, Glad this came helpful! :)

    • @Bianca-ik2yi
      @Bianca-ik2yi 3 года назад

      @ hey question though, you have each material/item of clothing on its own UV tile here? so youre using 5 different tiles? :O

  • @pfifferling6811
    @pfifferling6811 7 месяцев назад

    thank you for this concise and well structured tutorial

  • @nilexh3476
    @nilexh3476 2 года назад +2

    Best baking guide video so far, thank you so much, Anna!

  • @davidtikwa423
    @davidtikwa423 3 года назад +2

    you can also make sure it bakes by same mesh name in the AO settings in the baker. saves on cleanup aswell also could play with outer and inner ray distance for those spots but its a nifty trick for sure the painting one been using it a lot :)

  • @pitchblockgames9395
    @pitchblockgames9395 2 месяца назад

    Definitely the best step by step baking tutorial I’ve come across. Do you have a video on retopping?

  • @itsmesreelal
    @itsmesreelal 3 года назад

    So much useful... Over 2,3 years using substance painter... never find Ao tricks... thanks so much....☺☺☺

  • @МаксимШундрик-ю8г
    @МаксимШундрик-ю8г 3 года назад +7

    Thank you a lot especially for the last tricks with editing ao and normal maps. I had always had a headache after those black spots and thanks to you I have known how to fix it without building up a perfect cage). Could you show your process of creating hair?)

    •  3 года назад +3

      Thanks! Yes its a video Im trying to figure out how to put together, eventually I will film it :)

    • @predel_romana
      @predel_romana 3 года назад

      Бондаренко не прошел, жаль

  • @svetlanaflorissan275
    @svetlanaflorissan275 2 года назад

    The last minutes of video were so helpful for me! THANKS!

  • @Kombatant777
    @Kombatant777 2 года назад

    This is the second useful video where a young and creative girl answered my most pressing questions about organizing my own pipeline. I think I can repay you now with the same coin, if I say what is best to bake in Marmoset Toolbag. The quality is better, you can also visually correct such spots that you described in the video thanks to simple and visual tools. You can even texture and I have not yet tried how something simple will be- will definitely try. Thank you again

  • @daxmiller2670
    @daxmiller2670 3 года назад +1

    i love u, you literally save my life with this video

    •  3 года назад

      Aww that’s amazing haha, glad you found the video life saving

  • @karimatrous6384
    @karimatrous6384 2 года назад

    exactly what i was looking for awesome work

  • @letoatreides8098
    @letoatreides8098 6 месяцев назад

    Good job. Really great tutorial!
    This works great if you can split up your model in equal parts. I'm having an issue with a model that's mostly metal and I want all metal to use the same material. I'm not sure what's the best approach here.
    I can't fit all the metal into one texture tile, I need two tiles, but then the UV:s are both in the 0-1 UV tile if I use this approach so it will bake on top of each other. I don't want to put different materials on the metal parts because it's supposed to be the same metal.
    If I use two different materials then I have to texture the parts and make sure the metal looks the same in both sets.
    If I use udims it would work, but then I have to merge all tiles back after I export my textures which is a PITA.
    What do you suggest?

  • @xPancakes4lyf
    @xPancakes4lyf 2 года назад

    12:39 Ive been looking for an explanation for this for ages, thank you!

  • @Lorandkovstudios
    @Lorandkovstudios 3 года назад

    The Force is strong with this one

  • @elizasolis2854
    @elizasolis2854 3 года назад

    Awesome! Super simple explanation, loved it! Looking forward to more videos!

    •  3 года назад

      thank you so much! yes coming soon hehe

  • @manuellovera7083
    @manuellovera7083 8 месяцев назад

    OMG! Thank's you so much, this video is a life saver

  • @vincentz2631
    @vincentz2631 6 месяцев назад

    Thank you for the video Anna.

  • @Karlitaestrella
    @Karlitaestrella 10 месяцев назад

    Great video!
    A question
    To get a better AO , you can xplode or separate the parts of the Character and baked like that and next reimport that map right?

  • @redcatchem2345
    @redcatchem2345 3 года назад

    comprehensive and to the point.

    •  3 года назад

      Thanks a lot, really appreciate it ^^

  • @amraboelmagd9144
    @amraboelmagd9144 2 года назад

    Thank you so much .. I Would like to add that there are some nice plugins for Zbrush to ease up the naming,coloring process before baking that will do everything in one click just like a free one called FJtools

  • @shayandutta2295
    @shayandutta2295 2 месяца назад

    I understood everything in your tutorial. However, I have one question. How to create the low poly mesh from the high poly in maya?

  • @Zandatsu336
    @Zandatsu336 3 года назад

    Thank you very much for the normal and AO painting, it save alot of time...already subcribed to you channel, cannot wait to see your others game art trick

    •  3 года назад

      Thnk you! Glad it could help!! And yup am currently searching for my next video subject :)

  • @WorkbrandAssets
    @WorkbrandAssets 2 года назад +1

    Would love to see your workflow for making the low poly version 😀

    •  2 года назад

      Currently working on an entire workflow video :)
      So be on the lookout!

  • @Gr33nDeman
    @Gr33nDeman 3 года назад

    That was an excellent tutorial! Thanks!

    •  3 года назад

      thanks a bunch! ^^

  • @llR0ckyll
    @llR0ckyll 2 года назад

    This video has helped me finally figure out how low res models always retain so much detail! Ive been trying to figure this out for literally, years; as 3d modelling and sculpting is only a hobby. Thank you!

    •  2 года назад

      glad I could help in some ways :D

  •  3 года назад

    You got my thumb up with the ID map baking.

    •  3 года назад

      Haha glad I inserted that in the video then (and thanks!)

    •  3 года назад

      @ Do you know if its possible to export in one texture but using different materials in substance? Having the UVs correct.. of course. I envy you, you have nice chars on artstation. C'est magnifique

    •  3 года назад

      @ I don't think that there is a way to do that, and I'm actually wondering why you would want to do that. Because if you did have every material sent as one texture it would overlapp.
      I suggest you put everything in one matérial instead and place the uvs accordingly (hope that answers your question😅)

    •  3 года назад

      @ oh no, I mean having each part with their space on UVs.. main reason: Sometimes you would like to produce fast and collapse in one texture instead of many. Mobile devices mainly

    •  3 года назад

      Another question.. does it have to be separated high poly meshes? Does It not get through layers if they are named...?

  • @a.t.r.
    @a.t.r. Год назад

    Hi, thanks for the tips. I only use Blender unfortunately...would you be able to show what option to choose for Blender instead of Maya?

  • @nickholl
    @nickholl 4 месяца назад

    do you have any tips on baking mouth cavities? With mouth closed i always get so many artefacts around the mouth/lips

  • @jayantsarkar2900
    @jayantsarkar2900 3 года назад

    Awesome video with very helpful information 😍

    •  3 года назад +1

      thank you so much! glad it helped!

    • @jayantsarkar2900
      @jayantsarkar2900 3 года назад

      I have a doubt! What is the diffrence on opengl and directx that you selected on frist on sustance painter, one more please what did you ment by near clip and high clip cage when you said " I will try to increase near clip frist then have second try if it does not fixes " ? (Sorry for my bad English)

    •  3 года назад +1

      ​@@jayantsarkar2900 In terms of normal maps, the difference result in how the green channel of a RGB texture should be interpreted. OpenGL expects the first pixel to be at the bottom while DirectX expects it to be at the top. Check this image out! forum.derivative.ca/uploads/default/original/2X/8/8b56f96420ab1b5281646318108a9a2c3b761352.png
      And tbh honest I dont know how to better explain the near clip thing other than with the sketch I did in the video, so I suggest you check this out: forum.substance3d.com/index.php?topic=34870.0

    • @jayantsarkar2900
      @jayantsarkar2900 3 года назад

      Thank you so much for the info

  • @avikdafadar4641
    @avikdafadar4641 3 года назад +1

    Good explainer 😁👍

    •  3 года назад +1

      Thanks a lot :D

  • @_s_s_world_
    @_s_s_world_ 3 месяца назад

    Very interesting but for me unclear, why every UVs insame tile and not choose UVtiling option in Substance... how its work?
    also not clear for me is materials, you assign some mats in maya but add vertex color in high polys in zbrush too, so what is metter for substance?

  • @kukkutdas4621
    @kukkutdas4621 Год назад

    is it good to bake the model with the mouth closed, because im getting artifacts in the lips area where the lower lip and upper lips touches and also in the mouth cavity,, so when baking a character should i keep the mouth opened, but then im concerned about texture stretching because the mesh is getting deformed while the mouth is being opened..

  • @AeditZ
    @AeditZ Год назад

    awesome awesome awesome awesome 😎

  • @StevenHuynh3D
    @StevenHuynh3D Год назад

    Hi Im a little late on this video. I had one question regarding making ID colors in zbrush. I understand how to fill colors before the merge. My question is, do you have to unwrap in zbrush the high poly models to keep the color info? Or can you just export after assigning the colors? Thank you for your time ans sharing your knowledge.

  • @SVisionary
    @SVisionary 3 года назад

    Thanks for the video. What about difficult things to bake like thin materials like straps that are hanging away from the body, acute/obtuse angled geo, and other very common tricky areas such as between fingers, inside noses, the mouth etc?

    •  3 года назад +1

      usually, when I dont get results I like within substance, I use other softwares like Xnorml or marmoset, and then import it in substance. (idk if that kinda of answers your question?)

    • @SVisionary
      @SVisionary 3 года назад

      @ Fair enough. You mostly answered in your video through the editing process you showed. The problem with some of the things I mentioned however is that even painting over those areas that have issues doesn't always resolve the problem, can even make it worse.

  • @bkzzzzz
    @bkzzzzz 2 года назад

    Thank you for the video was very informative. can you also do video on Rigging and skinning Human in Maya?

    •  2 года назад

      Will be next hopefully :)

  • @Steven-pt7ph
    @Steven-pt7ph 5 месяцев назад

    Thank you soo much

  • @johnkopp-v8e
    @johnkopp-v8e 3 года назад

    cool tutorial!

  • @zokitofaraon7807
    @zokitofaraon7807 2 года назад

    Hi Annabelle! do you know how can I bake my displacement map? I tried to bake my mesh in zbrush then import to substance painter but nothing change to my mesh. Do you have any alternative way?

  • @abs6272
    @abs6272 2 года назад

    Thanks so useful!

  • @arnost6283
    @arnost6283 8 месяцев назад

    5/5 thank you for the video!

  • @Средоточие
    @Средоточие 10 месяцев назад

    Thnx for tutorial ❤

  • @DeepFriedGoblin
    @DeepFriedGoblin 6 месяцев назад

    Is there a reason why id maps from zbrush wouldn't show up in blender and/or substance painter?

  • @randomizerjacker6169
    @randomizerjacker6169 Год назад

    Hello Annabelle i found your tutorials very handful really very expressive well i request from you if it is possible that you make for the beginners like me a full 3D character workflow tutorial plus rendering i will be very thankful and thank you again

    •  Год назад +1

      Thank you so much, yes that has been highly requested.
      I’ll try to make it as my next video :)

  • @wilsemoldo800
    @wilsemoldo800 3 года назад

    hi ! so many good tips in this video, congrats ! i have a question which is killing me.. when you bake the textures on the face ... how do you do so that the lip padding does not step on each other and there is no line left? I can think of some solutions, like baking the character with his mouth open but it seems somewhat cumbersome to me, It could also be done as you explain in this video but details would be lost on the lips .. what would you do? thanks and congratulations again for your video :)

    •  3 года назад +1

      Thank you so much! To answer your question, I find it easier to extract the normal from ZBrush
      .Or use xnormal to bake using the uvs
      This way there are no chance of having normal issues with overlapping!

    • @wilsemoldo800
      @wilsemoldo800 3 года назад

      @ What a quick response! Thank you very much for answering, i will try it !

  • @AllThatJuice-
    @AllThatJuice- 2 года назад

    is it possible to bake multiple high poly meshes from one FBX file, rather than exporting each individual piece as its own fbx?
    so for example, name all the high poly pieces in 3ds/maya etc, similar to the low poly, then export as one fbx?

    •  2 года назад

      Yes you can totally do that as well :)
      I just prefer to have them individually for more control

  • @eritumakafakafo3008
    @eritumakafakafo3008 2 года назад

    ​ @Annabelle Sémaan Yo! i got troubles with assets like your pocket near belt. Is it merged to anything? And is it merged by zmodeler to something? Or maybe u merged it's verticles with other clothes in maya/blender? I really have no idea what to do with my pockets. I'm doing jacket and i can t figure out how to retopologise it. Should it be together or splited? Should it be merged somehow? Please answer! Love your guide!

    •  2 года назад

      Join my discord so the community can be all in on your problem, you can also share images :)

    • @eritumakafakafo3008
      @eritumakafakafo3008 2 года назад

      @ where i can find an invite?

    •  2 года назад

      @@eritumakafakafo3008 link is in the ddescription of my videos

  • @pygmalion8952
    @pygmalion8952 Год назад

    how didn't you get any error on areas like mouth cavity?

  • @chadyonfire7878
    @chadyonfire7878 2 года назад

    thx very helpful

  • @bacleedon5670
    @bacleedon5670 5 месяцев назад

    Coool

  • @VivekKumarChauhan-bh1kn
    @VivekKumarChauhan-bh1kn 17 дней назад

    well I got answer for lot of my question, but there are so many steps to follow. I dont how am I gonna pull this off

  • @svetlanaflorissan275
    @svetlanaflorissan275 2 года назад

    Hey, how much time takes to create character fullready for game based on 2d reference? [Pbr pipeline for unity or unreal engine] middle details

    •  2 года назад

      It realy depends on the character, but I would say in between 6 weeks to 4 months

  • @ashishnikhil6132
    @ashishnikhil6132 3 года назад

    thx a lot

  • @subhamsarkar7765
    @subhamsarkar7765 2 года назад

    Can you tell me what is the outfit style name for this

  • @ravinishad1683
    @ravinishad1683 Год назад

    Good

  • @ricarldoharris6037
    @ricarldoharris6037 3 года назад

    Did you take the artheros likeness class

    •  3 года назад

      No i did not, but i think someone from the class also did an Anakin haha

  • @rohitvitthalpawar2927
    @rohitvitthalpawar2927 3 года назад

    hi im rohit pawar from india ,this is very usefull video for me , thanks fo this !
    can you help me? about how to export zbrush fibermesh to maya for rendering in arnold

    •  3 года назад +1

      welcome! to export it, simply use the fbx export in the zplugin :)

    • @rohitvitthalpawar2927
      @rohitvitthalpawar2927 3 года назад

      thank you :)

  • @MeghaSharma-jx4xn
    @MeghaSharma-jx4xn 10 месяцев назад

    Can somebody please explain me step by step how to export from zbrush to substance when u have multiple subtools 😭

  • @JaySamurai79
    @JaySamurai79 3 года назад

    Can anyone help me, I feel like I've hit a brick wall and starting to feel a bit burnt out working on my model.
    I'm a noob so please be patient with me. I've modelled a high res character in zbrush and have just finished the retopology using 3dcoat. I'm now trying to bake the details onto my character, but I'm just not getting it. I'm hoping someone can walk me through baking the details so I can take my model into 3ds max for animation and/or unreal engine.
    I have 3dcoat, substance painter and Toolbag 4 as options for baking. Any help would be appreciated

    •  3 года назад

      you should join my discord for any help, I suggest you look in the description :)

    • @JaySamurai79
      @JaySamurai79 3 года назад

      @ Hi thanks for the reply. Do you have a link for your discord?

    •  3 года назад

      @@JaySamurai79 discord.gg/YhP6EENkMP

  • @blackout5145
    @blackout5145 3 года назад

    Can you please show your retopo workflow in your future video

    •  3 года назад

      sure thing :)

  • @antonjilg8631
    @antonjilg8631 5 месяцев назад

    Last thing does not work.

  • @Khlyn
    @Khlyn 2 года назад

    Tytyty

  • @dulamgovind8343
    @dulamgovind8343 2 года назад

    You are so beautiful ❤️

  • @PolyRoadChannel
    @PolyRoadChannel 2 года назад

    en otras palabras substance se esta volviendo un asco en sacar mapas de normal y Ao