didnt realize marmoset had this feature, ive only ever used substance, and would manually UV pack everything by hand and would scale things in substance, this is gonna improve my workflow by so much! thankyou for the tutorial
This is a really good function to know about and explained extremely well. Would’ve also been interesting to see the result with a lower resolution bake since even when basically cutting the resolution down by 2/3rds (assuming that the original 3 texture sets were also 4k) it’s still so high that you can barely see the difference, at least through RUclips’s compression.
hi, thanks for your tutorial! really helpful but i came across a problem! some parts on my lod0 model has normal map and AO by themselves! but when i bake them on the Lod1! normal map is fine but AO map is generated by the model itself and ignores the baked AOs on lod0! the AO on lod1 is super white! while the AO on lod0 had a lot of details! do you have any solutions for that?
Awesome and quick tutorial, thanks! I probably would not bake normals at all, you are not going to see them at lod3 and you can get a decent shading just with geometry. And since we are optimizing, probably would go with 512 texture or lower. But it al depends on the project ofc. Just a 5 cents
Man, you are the man! Do you recommend buying MarmosetToolBag even with the new baking update on Substance Painter? Marmoset is kinda pricy for me and I was wondering if it's worth.
Honestly, right now nothing really competes with Marmoset when it comes to baking. It's very hard to compete against skew maps and the folder system they have.
Great tutorial, I was thinking that all of this could be made within Blender (I would personally use EZ Baker addon to manage high and lowpoly) , but sadly it looks like the Blender's baker it's just too slow at it.
didnt realize marmoset had this feature, ive only ever used substance, and would manually UV pack everything by hand and would scale things in substance, this is gonna improve my workflow by so much! thankyou for the tutorial
i'm really glad it's helped improve your workflow! wahooo
This is a really good function to know about and explained extremely well. Would’ve also been interesting to see the result with a lower resolution bake since even when basically cutting the resolution down by 2/3rds (assuming that the original 3 texture sets were also 4k) it’s still so high that you can barely see the difference, at least through RUclips’s compression.
Beautifully explained. Thank you!
These are extremely useful tutorials
Please do more
Thank you Wingman, i most certainly will try to! I've got a few lined up :D
@@ArtOfPilgrim I am eager to see them :D
Big Pilgrim
Very nice,, came here from twitter. Thanks a lot for sharing.
you're welcome Gaurav!
Great video as always
Appreciate that my dude!
Wtf.. rust and substance. All I love 😂
Really love the tutorial. It was helpful and no BS. Love and sub dude!
Ah dude! thank you so much for the support!
Hey! great video, thanks!
thank you so much. this is super useful
thank you for this awesome tutorial!
And thank you for the kind and encouraging words! 👊🙌
Great man !. Thanks lot.
And i baked all maps in a min. But the roughness map looks very plane. it didn't bake the roughness. Do u know why .?
Very informative and helpful stuff! Quick and straight to the point thank you so much 💪
Thank you for the kind words and support! it's greatly appreciated!
So, just to be clear, you bake all the UV sets into one, to use on the other LODs? The LOD0 though, still keeps using the several UV sets?
Yes that's correct, usually this is applied to the the last couple of LODs rather than LOD1
What do u mean about you missed the gloss if you just re-uploaded it please explain me 😊
hi, thanks for your tutorial! really helpful but i came across a problem! some parts on my lod0 model has normal map and AO by themselves! but when i bake them on the Lod1! normal map is fine but AO map is generated by the model itself and ignores the baked AOs on lod0! the AO on lod1 is super white! while the AO on lod0 had a lot of details! do you have any solutions for that?
Put the ao into the albedo slot and just change the name of the albedo suffix so it doesn't overwrite your baked albedo!
@@ArtOfPilgrim omg im stupid, you're right! thanks a lot
@@armanscavenger5436 it's all good! Glad it worked for you
I tried this in blender for a car interior model reducing the total material from 4 to 1.
Nice!
Awesome and quick tutorial, thanks!
I probably would not bake normals at all, you are not going to see them at lod3 and you can get a decent shading just with geometry. And since we are optimizing, probably would go with 512 texture or lower. But it al depends on the project ofc. Just a 5 cents
Yep, you're not wrong but like I've said this isn't just for a lod3 scenario but if you want to combine assets too that are already textured!
Man, you are the man! Do you recommend buying MarmosetToolBag even with the new baking update on Substance Painter? Marmoset is kinda pricy for me and I was wondering if it's worth.
Honestly, right now nothing really competes with Marmoset when it comes to baking. It's very hard to compete against skew maps and the folder system they have.
@@ArtOfPilgrim I guess I'll have to buy it then ¯\_(ツ)_/¯ Thanks man
Great tutorial, I was thinking that all of this could be made within Blender (I would personally use EZ Baker addon to manage high and lowpoly) , but sadly it looks like the Blender's baker it's just too slow at it.
yeah way too slow. In the video, i didn't speed up the bake process, it's in real time. Marmoset Toolbag is crazy fast!
please can you provide ak47 glow up references