It's actually not right if you want to bake from a clone to set the preserve painting to 50 when decimating the mesh. In this case, it doesn't really matter because there is only 1 color on the object, but with a multi-colored mesh, the preserve paintig should definitely be set to 0 - if you want to bake textures. The setting 50 generates not the best result. Stephane said this.
@@drugfreedave You should really turn on the wire frame for such things, otherwise you will never recognize how the mesh behaves and what happens and unfortunately the viewers don't see it either.
I dont get this concept of baking and decimating. I understood how you did it, but I find hard to figure out when I need to do it and why do I need to do it
If I kept the coins as high res high detail, a few of them would be millions of polys (very high size) if I wanted to do a whole scene with lots of coins, the app would crash or just be too slow to work. Doing this gives a higher detail appearance without the high poly count. To go even further, you only really need the pretty one for the top, the ones underneath can be even lower poly with no detail. This way of thinking makes your scene more efficient 👍🏾
Thank you for this tutorial. If i then export the low resolution baked version to, say for instance, Maya - would the high res baked texture be exported too or are there extra steps for that?
@drugfreedave it sure does work but with some additional steps. 1) add an Arnold ai standard material and hook up the color and normal maps to it. The normal map gives it a more pronounced look in render so you see whether you like it with or without. 2) selecting the mesh, go to the 2nd tab in the Attribute Editor and scroll down to ‘subdivision’. Change the type to ‘linear’ and up the Iterations. This helps clear most of the jagged edges Then render (remember to add lights to your scene)
Few months late but i have a question: should i do this if my goal is to 3d print the file i'm making? I.e., does this have any effect to the detail when 3d printing?
I try to decimate so my files are smaller/faster/less lag etc. if I have a round hand that’s 200k I’ll decimate it bc no reason for it to be that huge. but you can print at full res completely fine. If decimating just keep an eye out you dont lose too much detail. But no, you don’t need to decimate for printing. (But I do for efficiency)
Awesome! Best tip shared to date.
Glad it was helpful! So many small things I need to try and make individual quick tutorials about!
Great tip!!!
Glad it was helpful!
You are really good bro
I appreciate you! 💯
👍🏼❤
It’s trick ⭐️⭐️⭐️⭐️⭐️
thank you!! So many tricks, much more to come! :)
It's actually not right if you want to bake from a clone to set the preserve painting to 50 when decimating the mesh. In this case, it doesn't really matter because there is only 1 color on the object, but with a multi-colored mesh, the preserve paintig should definitely be set to 0 - if you want to bake textures. The setting 50 generates not the best result. Stephane said this.
Good to know! I’ll have to experiment more with it using more colors and see how it goes! 💯👍🏾
@@drugfreedave You should really turn on the wire frame for such things, otherwise you will never recognize how the mesh behaves and what happens and unfortunately the viewers don't see it either.
Please make video about CozyBlanket
Oh man I tried it and hated it!! I don’t think it’s particularly useful since I focus on just making 3D art. Maybe some time in the future tho!
I dont get this concept of baking and decimating. I understood how you did it, but I find hard to figure out when I need to do it and why do I need to do it
If I kept the coins as high res high detail, a few of them would be millions of polys (very high size) if I wanted to do a whole scene with lots of coins, the app would crash or just be too slow to work. Doing this gives a higher detail appearance without the high poly count. To go even further, you only really need the pretty one for the top, the ones underneath can be even lower poly with no detail. This way of thinking makes your scene more efficient 👍🏾
Thank you for this tutorial. If i then export the low resolution baked version to, say for instance, Maya - would the high res baked texture be exported too or are there extra steps for that?
Give it a try and let us know! 👍🏾
@drugfreedave it sure does work but with some additional steps.
1) add an Arnold ai standard material and hook up the color and normal maps to it. The normal map gives it a more pronounced look in render so you see whether you like it with or without.
2) selecting the mesh, go to the 2nd tab in the Attribute Editor and scroll down to ‘subdivision’. Change the type to ‘linear’ and up the Iterations. This helps clear most of the jagged edges
Then render (remember to add lights to your scene)
@@CGI-Space glad you explained it here! I’ve never used Maya, but good info is good info 💯 I’m still learning blender little by little!
Could anyone answer please: before baking should the high res be above the low res in the stack or the other way around?
In my recollection it doesn’t make a difference.. but try both out and let us know!
Few months late but i have a question: should i do this if my goal is to 3d print the file i'm making?
I.e., does this have any effect to the detail when 3d printing?
I try to decimate so my files are smaller/faster/less lag etc. if I have a round hand that’s 200k I’ll decimate it bc no reason for it to be that huge. but you can print at full res completely fine. If decimating just keep an eye out you dont lose too much detail. But no, you don’t need to decimate for printing. (But I do for efficiency)