I kept the acceleration rate low while preparing this video to prevent it from looking chaotic due to excessive speed. I'm very glad if this was beneficial for you. thanks for watching!
❤❤❤ looks very nice. I have bake phobia, I can't bring myself to make it. Just afraid what I'm doing something wrong, but anyway thank you!!! Maybe after 1000 video like this I'll sell my fear and finally learn how to bake normals
Hello! There's no need to worry, as the baking process in Substance Painter is actually quite easy and enjoyable. There are two main points you should pay attention to in order to succeed in baking: ----- 1. Retopology Process (the most important stage): Redefining the surface mesh of your model is important for smoother animations, rendering and baking processes. This step ensures that your model has a smoother and more optimized structure, allowing you to achieve higher quality results with fewer errors. 2. UV Mapping: It's important that your UV map does not have unnecessary stretching issues. If the topological structure of your model is properly set up, you will encounter fewer problems during the UV mapping process, making it easier to manage. The topological structure of your model plays a very important role in the baking process. It may seem a bit challenging at first, but after a few tries, you will get used to it and find the process more manageable. I believe that one day you will overcome your fear. Thanks for watching.
I watch this tutorial every time I need something and answers every new question I have. I did not know that I had to shade smooth the low poly model before exporting it as obj. I exported my low poly with regular shading and it was giving me an issue in marmoset when baking high poly to low poly
izlediğim en basit ve anlaşılır bake alma videosu sanırım.. çok önemli bilgiler içeriyor bu güne kadar bunu fark etmiş olsaydım çok daha iyi şeyler çıkarabilirdim belki :d neyse geç olsun güç olmasın be
I made this low poly model and topology only as a youTube video on how low a polygon a model can be made and baking. therefore I haven’t used this model in any project yet.
Then how where you able to apply different materials on low poly object without vertex paint 9:34 ? I tried baking a high poly object on to low (same technique as above) But only ID mask does not bake properly for me it give Blank / single color Red, it does work properly when i vertex paint the hi object in blender But that is giving jaggy edges on ID masks when trying to do this 9:34 and other issues, Any suggestions 😀?
In the Substance Painter program, if you select the 'color space' parameter as 'Mesh ID' in the ID section of the bake menu, Substance Painter will create an ID map for each different mesh object in your high-polygon .fbx file. You can find the part I'm referring to at the 9:24 timestamp of this video.
Hi man, I dont know if you gonna answer me or not but after I export material maps, then I bring it into my lowpoly model in blender, its really ugly despite of I baked the lowpoly to highpoly in substance before, hope you answer soon cause Im really need the solution, thank you so much!
hi, working with Substance Painter and Blender, you should pay attention to the following: 1- Normal Map Type: Use OpenGL as the Normal Map type. Since Blender uses OpenGL, choosing DirectX when opening the project in Substance Painter can cause the image to appear incorrectly in Blender. 2 - Normal Map Color Space in Blender: Set the Color Space option of the Normal Map file in Blender to NonColor. 3 - Exporting from Blender: When exporting the low-poly model from Blender, export it in Smooth shading mode. 4 - Normal Map Node in Blender: The Normal Map node you use in Blender should be of the Tangent type. 5 - Metallic and Roughness Channels: For the Metallic and Roughness channels, choose NonColor as the color space. If you still cannot achieve the same appearance in Blender as you see in Substance Painter, even after following these steps, I suggest the following: export the model from Substance Painter for use in Blender. This will most likely solve your problem.
Hello, you don't need to use UV maps for high-polygon models during baking processes, you only need to create UV maps for low-polygon models. Also, the low-polygon models should be overlapping with the high-polygon models.
Ahh nailed the timelapse timing in such way that the video stays coherent, beautiful work!
I kept the acceleration rate low while preparing this video to prevent it from looking chaotic due to excessive speed. I'm very glad if this was beneficial for you. thanks for watching!
Thanks for the tutorial, it's really open my mind about substance painter so much, btw you're great artist
I am so glad you found the video helpful. Thank you very much for watching and leaving a comment.
This is the only timelapse video that helped me 🙏💙 thanks alot sir.. Love your work.
NIIIIIICE I really love the other gauntlet video you did, too. Excellent work. So satisfying!
thanks for watching, wishing you a productive day!
You have amazing skills! I was really moved!
I am learning how to create low-poly models, so this was very educational for me!
I m happy to hear that you learning something ! Stay in connect I will share more works like this.
All of these are absolutely the best, nice work!
❤❤❤ looks very nice. I have bake phobia, I can't bring myself to make it. Just afraid what I'm doing something wrong, but anyway thank you!!! Maybe after 1000 video like this I'll sell my fear and finally learn how to bake normals
Hello! There's no need to worry, as the baking process in Substance Painter is actually quite easy and enjoyable. There are two main points you should pay attention to in order to succeed in baking:
-----
1. Retopology Process (the most important stage): Redefining the surface mesh of your model is important for smoother animations, rendering and baking processes. This step ensures that your model has a smoother and more optimized structure, allowing you to achieve higher quality results with fewer errors.
2. UV Mapping: It's important that your UV map does not have unnecessary stretching issues. If the topological structure of your model is properly set up, you will encounter fewer problems during the UV mapping process, making it easier to manage.
The topological structure of your model plays a very important role in the baking process. It may seem a bit challenging at first, but after a few tries, you will get used to it and find the process more manageable. I believe that one day you will overcome your fear. Thanks for watching.
@@time-lapse-art thank you for respond!
this is sooo cool, how you make lowpoly look so damn nice! cant wait to see your next project!
I am happy to hear that u like it, I will create more projects like this.
I watch this tutorial every time I need something and answers every new question I have. I did not know that I had to shade smooth the low poly model before exporting it as obj. I exported my low poly with regular shading and it was giving me an issue in marmoset when baking high poly to low poly
You give me a just a great information about baking i never go this much low poly i always thought it wont bake properly
I'm so glad the video was helpful to you. Thanks for watching!
2 words man
just amazing
your work it's really awesome.
thank u very much
230 tris is insane !!
elinize sağlık hocam iyi bayramlar dilerim
teşekkürler hayırlı bayramlar
Güzel olmuş bake ile ilgili verdiğiniz bilgiler işime yarıyor
teşekkürler iyi çalışmalar.
WOW great work, i would like a video of you explaining it *-*
I don’t know you! But you have my entire respect!!
so thanks
I REALLY LOVE U, THANKS FOR THE VIDEO
thanks for watching
wowzers
very good job brother
so thanks!
izlediğim en basit ve anlaşılır bake alma videosu sanırım.. çok önemli bilgiler içeriyor bu güne kadar bunu fark etmiş olsaydım çok daha iyi şeyler çıkarabilirdim belki :d neyse geç olsun güç olmasın be
teşekkürler videonun size yeni şeyler farkettirmiş olmasına sevindim :)
@@time-lapse-art özellikle substance painterda id map kısmında mesh olarak öyle bi ayar olduğunu bilmiyodum çok işimi gördü cidden
@@time-lapse-art bir de şu an izlerken fark ettim UV açarken çok kolay bi tuş varmış ne işe yaradığını anladım fdslkjgsdlk
واو عمل جيد يا رجل 😮❤
شكرًا لك
Great work! I wonder if you don't mind sharing the theme you use for your Blender?
The exchange between the poly count and texture info make up for the optimization you are looking for?
I made this low poly model and topology only as a youTube video on how low a polygon a model can be made and baking. therefore I haven’t used this model in any project yet.
this means, I can put realistic stl textures into a 3d low poly moddel isn't it?
thanks
Hi. Is this mesh good for animation? (Sorry for my english 😂)
amazin, can i have te mesh i need testing xd so good the bake
was that highpoly model pre vertexpainted in blender?
No, I didn't use vertex paint at any stage.
Then how where you able to apply different materials on low poly object without vertex paint 9:34 ? I tried baking a high poly object on to low (same technique as above) But only ID mask does not bake properly for me it give Blank / single color Red, it does work properly when i vertex paint the hi object in blender But that is giving jaggy edges on ID masks when trying to do this 9:34 and other issues, Any suggestions 😀?
In the Substance Painter program, if you select the 'color space' parameter as 'Mesh ID' in the ID section of the bake menu, Substance Painter will create an ID map for each different mesh object in your high-polygon .fbx file. You can find the part I'm referring to at the 9:24 timestamp of this video.
Hi man, I dont know if you gonna answer me or not but after I export material maps, then I bring it into my lowpoly model in blender, its really ugly despite of I baked the lowpoly to highpoly in substance before, hope you answer soon cause Im really need the solution, thank you so much!
hi, working with Substance Painter and Blender, you should pay attention to the following:
1- Normal Map Type: Use OpenGL as the Normal Map type. Since Blender uses OpenGL, choosing DirectX when opening the project in Substance Painter can cause the image to appear incorrectly in Blender.
2 - Normal Map Color Space in Blender: Set the Color Space option of the Normal Map file in Blender to NonColor.
3 - Exporting from Blender: When exporting the low-poly model from Blender, export it in Smooth shading mode.
4 - Normal Map Node in Blender: The Normal Map node you use in Blender should be of the Tangent type.
5 - Metallic and Roughness Channels: For the Metallic and Roughness channels, choose NonColor as the color space.
If you still cannot achieve the same appearance in Blender as you see in Substance Painter, even after following these steps, I suggest the following: export the model from Substance Painter for use in Blender. This will most likely solve your problem.
How is that even humanly possible
i feel like you could have used a few more polygons, looks a bit like a PS2 model with 4k textures lol
optimized
is this magic
Can I asked sir?
Does the High Poly need to UV map
with the same position of Low Poly UV ???
Hello, you don't need to use UV maps for high-polygon models during baking processes, you only need to create UV maps for low-polygon models. Also, the low-polygon models should be overlapping with the high-polygon models.