hi, so i made mountains with really high poly, and first step got me quite confused, wdym by having another low poly version? how do i get a low poly version of my mountains? its the 1:08
@@kyladelacruz1915 Well you need to lower your poly count to make it more performant and easier to unwrap correctly, you can do that by hand using tools like quad draw, or you do it automatically by remeshing with various tools and software, you can look it up, there is a quad draw tutorial on this channel you can check it out
can I still bake like this in maya if I use UDIM? or it has to be in that uv tile? I know I can bake like this with UDIM in substance painter, but I'm curious if it can also be done in maya.
How does this hold up against exporting the model and baking in another program like substance painter? Is the only/main benefit simply being able to work solely within maya? Informative video regardless!
Just wanted to explain a method to do it in maya, you can approach whatever route you are most comfortable with and gives you best results. Personally I would always prefer to use painter for baking if possible, but it's good to know how to do it in other software as well.
Yes, it's possible to make a high poly first and then make a low poly version of it through the process of retopology. There are various way to achieve this, one of which I covered in a video about Maya's retopology tool called Quad Draw, check it out here: ruclips.net/video/ZAoPagmvxyM/видео.html
Hi Figura! I had a question: I tried this method but with multiple objects at one time inside the transfer maps. Unfortunately, the texture transferred very unevenly across all objects, is there anything I need to do in particular to ensure I can do multiple objects at once? Maybe add a normal map for every object or something? Thank you so much!
Yes, that's what this process is for, producing the Normal Map means you can then use that Normal Map in a game engine to setup your material for your Low Poly so it looks more detailed, this is just one of the ways to produce the Normal Map, and there is a bunch of other maps that you can make to increase the similarity between your low poly and high poly
This high poly to low poly process, is it followed only in gaming industry? Or in others also like: film VFX, CGI feature films, or say OTT content having high graphics like House of the dragons, or in Automotive or science and technology also?
If you use sculpting then your probably want to retopologize. But also while it's important for games, low poly meshes can drop your render times for a slight loss of quality, or no loss of quality. In cinematic rendering you may use this in assets used in the background. If something is just for misè en scene then it may not be worth 50M tris if it could be 5k tris.
No, material has little to nothing to do with the process of baking, you can select to add the baked texture to the existing material on the low poly or create a new one, but the important thing is that the baked texture is generated at the designated location from which you can then import it to any material you want
ohhh thank you so much. i always thought it needs to have the same texture. im currently doing a high poly bake for uni and for some reason i keep getting black shading issues. do you know what could be the reason for that? @@Figura3D
Sculpting in Zbrush is the most common way, but you can also do it in Blender or Maya or any other 3d package that supports handling and sculpting high amounts of polygons
@@Figura3D thx for the reply Figura, im new into this world so I apologize for so many questions... If you have the normal 3d model, you can (need) to import that model and start creating your High poly from there?
@@marcos_ferreira1997 that's one way to go about it, the other way is to create it from scratch in the sculpting software, both are correct ways depends on what's easier for you, it all depends on the type of the project at hand, more organic stuff is more often created from scratch in zbrush while hard surface stuff is more often created through generic box modeling and then brought into zbrush for sculptural detailing
Not at all, only the low poly needs to have it's UV unwrapped, high poly's geometry info gets baked on low poly's UV space regardless of high poly's UVs
I'm getting garbage with this method. It doesn't seem to like clothes. After it's done the normal doesn't look right at all with tons of Noise in it and the material on the object is almost solid black. Update: I think it's because I added thickness to the other one and not too this one as well
@@Figura3D I am soo happy to hear that mate :D also wish the best Luck for you and your wife than. I will be waiting for your respond.. have a wonderful one.
You totally saved my grade, with 17 minutes left to turn in a low poly wearing a hi poly face :D THANK YOU SO MUCH.
We miss your tutorials is really help me a lot
Thanks man! Sorry I've been busy with work, will post more videos soon!
I agree with the others. Excellent step-by-step guide. Got me to FINALLY get a normal map projected from a high-res ZBrush sculpt.
Thank you!! amazing video, keep up the good work :)
Thanks, glad you liked it!
it was the video that ı was looking for... Thank you for the informations. And wish best of the luck in the industry.
Fantastic tutorial, thank you so much :) !
hi, so i made mountains with really high poly, and first step got me quite confused, wdym by having another low poly version? how do i get a low poly version of my mountains? its the 1:08
@@kyladelacruz1915 Well you need to lower your poly count to make it more performant and easier to unwrap correctly, you can do that by hand using tools like quad draw, or you do it automatically by remeshing with various tools and software, you can look it up, there is a quad draw tutorial on this channel you can check it out
u need retopo first bro
Great stuff, thanks a lot mate!
Thank you so much. great video.
can I still bake like this in maya if I use UDIM? or it has to be in that uv tile? I know I can bake like this with UDIM in substance painter, but I'm curious if it can also be done in maya.
Thank you.
How does this hold up against exporting the model and baking in another program like substance painter? Is the only/main benefit simply being able to work solely within maya? Informative video regardless!
Just wanted to explain a method to do it in maya, you can approach whatever route you are most comfortable with and gives you best results. Personally I would always prefer to use painter for baking if possible, but it's good to know how to do it in other software as well.
hey i wanted to ask if its possible to make a high poly model and turn it into low poly or do i have to model a low and high poly version
Yes, it's possible to make a high poly first and then make a low poly version of it through the process of retopology. There are various way to achieve this, one of which I covered in a video about Maya's retopology tool called Quad Draw, check it out here:
ruclips.net/video/ZAoPagmvxyM/видео.html
@@Figura3D thank you so much!!
Hi Figura! I had a question: I tried this method but with multiple objects at one time inside the transfer maps. Unfortunately, the texture transferred very unevenly across all objects, is there anything I need to do in particular to ensure I can do multiple objects at once? Maybe add a normal map for every object or something? Thank you so much!
It would be best if you joined the discord so we can discuss in detail with screenshots etc
I'm also having this problem how did you fix it?
can we put this kind of model in unreal engine and get same result with details :D so it looks good on game with low poly
Yes, that's what this process is for, producing the Normal Map means you can then use that Normal Map in a game engine to setup your material for your Low Poly so it looks more detailed, this is just one of the ways to produce the Normal Map, and there is a bunch of other maps that you can make to increase the similarity between your low poly and high poly
Thx!❤
This high poly to low poly process, is it followed only in gaming industry? Or in others also like: film VFX, CGI feature films, or say OTT content having high graphics like House of the dragons, or in Automotive or science and technology also?
If you use sculpting then your probably want to retopologize. But also while it's important for games, low poly meshes can drop your render times for a slight loss of quality, or no loss of quality. In cinematic rendering you may use this in assets used in the background. If something is just for misè en scene then it may not be worth 50M tris if it could be 5k tris.
@@MLPWritingIsMagic Thank you so much for the clarity. More power to you.
@@ankitdighe Glad to help!
so do the low and high poly need to have the same material?
No, material has little to nothing to do with the process of baking, you can select to add the baked texture to the existing material on the low poly or create a new one, but the important thing is that the baked texture is generated at the designated location from which you can then import it to any material you want
ohhh thank you so much. i always thought it needs to have the same texture. im currently doing a high poly bake for uni and for some reason i keep getting black shading issues. do you know what could be the reason for that?
@@Figura3D
@@annagebhardt5389 join the discord link on the profile so you can share screenshots so we can troubleshoot more easily
the question is, how do you create your high poly ?
Sculpting in Zbrush is the most common way, but you can also do it in Blender or Maya or any other 3d package that supports handling and sculpting high amounts of polygons
@@Figura3D thx for the reply Figura, im new into this world so I apologize for so many questions... If you have the normal 3d model, you can (need) to import that model and start creating your High poly from there?
@@marcos_ferreira1997 that's one way to go about it, the other way is to create it from scratch in the sculpting software, both are correct ways depends on what's easier for you, it all depends on the type of the project at hand, more organic stuff is more often created from scratch in zbrush while hard surface stuff is more often created through generic box modeling and then brought into zbrush for sculptural detailing
@@Figura3D Do you know any good tutorial about that? I cant find a proper one, maybe Im googling with the wrong keywords
thank u nice...
do you know how do we bake textures from camera angle? I will bake it for gun model and i want the details look 3d.
do they need to have identical UVs?
Not at all, only the low poly needs to have it's UV unwrapped, high poly's geometry info gets baked on low poly's UV space regardless of high poly's UVs
Great
It didnt work for me
You probably missed some step, if you want you can join discord to post screenshots so we may troubleshoot where the issue is
nice eyes teacher or professor.
I'm getting garbage with this method. It doesn't seem to like clothes. After it's done the normal doesn't look right at all with tons of Noise in it and the material on the object is almost solid black.
Update: I think it's because I added thickness to the other one and not too this one as well
2:21自用
dude sorry to bother you but ı have a question.. how can ı reach you? Do you have discord? directly gonna send you the picture of the problem
It's my wedding today :D I will reply tomorrow okay?
@@Figura3D YOU GOT TO BE KIDDING ME
@@Figura3D I am soo happy to hear that mate :D also wish the best Luck for you and your wife than. I will be waiting for your respond.. have a wonderful one.
discord.gg/qZCFh75Ceg
Here I made a discord server, you can post your question there