High to Low Poly Texture Baking with Substance Painter and UDIMs

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  • Опубликовано: 27 дек 2024

Комментарии • 67

  • @onderyetiskin
    @onderyetiskin 3 года назад +1

    I mean, I'm watching a lot of youtubers but really you are doing your job perfect! no waste talking, no play around, exactly what i need you just showing. I hope other youtubers watch you and learn how made youtube videos. good luck for future.

    • @OnMars3D
      @OnMars3D  3 года назад

      I appreciate it, thank you!

  • @dhinuar12
    @dhinuar12 2 года назад +1

    You saved my life!🥲

    • @OnMars3D
      @OnMars3D  2 года назад

      Glad I could help!

  • @Hash3y
    @Hash3y Год назад +1

    this is objectively excellent content for a free channel. I have paid for many courses and this easily matches the level of quality of most premium classes. Really awesome.

  • @TheTornak
    @TheTornak 3 года назад +11

    Thank you for your tutorials. I really like the way you explain the problems or the solutions. Definitely helps me to understand the overall way of making things in 3D industry.

    • @OnMars3D
      @OnMars3D  3 года назад

      Glad to hear it!

  • @vladyslavlevenets
    @vladyslavlevenets Год назад

    Wow these are tremwndously awesome tutorials! I wish you did also a full cycle like this with some guns, where the mesh is more complex!

  • @asvanum
    @asvanum 3 года назад +4

    Wow, I didn't know you can bake using naming convention in substance, now I don't have to use marmoset from now on. Thank you.

    • @asvanum
      @asvanum 3 года назад

      One less software to deal with but I do accept the fact Marmoset does have great baking tools. Have you used it?

    • @OnMars3D
      @OnMars3D  3 года назад

      I have used marmoset and really like using it to render. I'm planning to cover tutorials in the future.

  • @alessandrorigon5701
    @alessandrorigon5701 2 года назад

    Fantastic explanation. Keep going, top tier quality content.

    • @OnMars3D
      @OnMars3D  2 года назад

      Much appreciated!

  • @Ahmed_Waleed
    @Ahmed_Waleed 2 года назад

    we are lucky to having you

    • @OnMars3D
      @OnMars3D  2 года назад +1

      Thank you, always happy to share!

  • @ЛадисовВиталий
    @ЛадисовВиталий 9 месяцев назад

    Thank you so much!

    • @OnMars3D
      @OnMars3D  9 месяцев назад

      Glad it helped!

  • @sholym2341
    @sholym2341 10 месяцев назад

    Hello, first of all, thank you for the detailed tutorials, they're really great, excellent work. I have a couple of questions. I watched the video related to UV, and as far as I understood, you worked on an optimized version, a low-poly version of the original model. Is a separate UV done for the high poly? That part is not clear to me. Do I first do UV and then optimize the model, or vice versa? As far as I understand, both high and low poly models must have the exact same UV for later baking.

    • @OnMars3D
      @OnMars3D  10 месяцев назад +1

      No, just the low poly needs UVs since your only baking the high poly detail to the low poly model with UVs.

  • @eheheheeee3092
    @eheheheeee3092 18 дней назад

    i really like your videos, you just earned a new subscriber! but i have a question about UDIMs, how do i group them by materials? because whenever i click Layout, it rearranges them to random places again even if i've already arranged them beforehand.

  • @AlexA-fh5gd
    @AlexA-fh5gd 4 месяца назад

    Hi, thank you for the awesome videos you make. We all can really learn a lot thanks to your work.
    I have one question related to the material ID. When I try to export my high poly with multiple materials applied on it from Maya to Substance Painter, not all the materials seem to be successfully exported. If I have multiple materials on a single object then the materials of that object won't be exported. Only the "one material per object" will be exported. Do you have any idea on what's going on ?
    So far I've been baking a Material ID map directly in Maya and used it in Painter, but the result is quite bad even though I maxed out the settings (I get pretty low resolution and aliasing)

  • @ronydey2696
    @ronydey2696 3 года назад

    Great and helpful thht's much needed sir

    • @OnMars3D
      @OnMars3D  3 года назад

      Glad to hear that!

  • @niranjanreddy340
    @niranjanreddy340 3 года назад +2

    wow grate tutorial sir. this helped me on my current project thanks.
    can u do a tutorial on how to import textures into maya and arnold render. thanks.

    • @OnMars3D
      @OnMars3D  3 года назад

      Yeah, I'll look into doing some Arnold tutorials in the future

  • @mr.shgamingguy
    @mr.shgamingguy 2 года назад +1

    nice

  • @sriya658
    @sriya658 2 года назад

    Its Amazing video

  • @nicolaizafra9705
    @nicolaizafra9705 3 года назад

    Great content sir

  • @xvndexl
    @xvndexl 3 года назад

    Really helpful tutorial. Thank you very much!

    • @OnMars3D
      @OnMars3D  3 года назад

      Glad it was helpful!

  • @cakiiiii
    @cakiiiii 2 года назад

    much respect thankk you

  • @i20010
    @i20010 2 года назад

    Thank you for the great channel!
    Is this workflow of smoothing groups is needed for a VFX asset? Not real-time, just plain ol Redshift render of a hero asset, on a tv commercial.
    Thanks!

    • @OnMars3D
      @OnMars3D  2 года назад +1

      Yeah, you still need to make sure the smoothing is correct regardless of which engine you are using, even for offline rendering (Arnold, V-Ray, Cycles) and real-time rendering (Unreal Engine and Unity)

  • @ykli7168
    @ykli7168 2 года назад

    Thank you so much for the video! I heard that marmoset tool bag is doing a better job on baking hi-poly hard surface model to the low poly, compare to the SP, is that correct?

    • @OnMars3D
      @OnMars3D  2 года назад

      I've noticed people baking in Marmoset, texturing in Substance, and then render back in Marmoset. It just comes down to what you prefer and what give you the best results.

  • @kruz3d573
    @kruz3d573 3 года назад +1

    Amazing tutorial thank you! So Unreal Engine supports UDIM tiles natively without any performance hit on the GPU now adays?

    • @OnMars3D
      @OnMars3D  3 года назад

      Thank you! There is still a performance impact of using UDIM textures in UE, it's not free but it allows you to use textures much more efficiently than just creating a large 4k or 8k map. I will be covering that in greater detail in a later tutorial.

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol 2 года назад

    Hi. What do you think about baking with weighted normals instead of averages(smoothed) ones? Can you record a video about pros/cons of using them, and how to avoid issues in Marmoset Toolbag?

  • @PiNPOiNT2K
    @PiNPOiNT2K 3 года назад +1

    Why do you not want to use a hard edge on the sharp 90 degree angles like the middle area ?

    • @OnMars3D
      @OnMars3D  3 года назад

      Because all of the normal detail is going to be baked from the high poly model. If I wasn't baking high-to-low, then I would use hard edges for the smoothing.

  • @mrkoddy
    @mrkoddy 2 года назад

    Thank you! Do we need UDIM for game assets? According to my online search, UDIM are used in cinema and vfx, not really for game asset

    • @OnMars3D
      @OnMars3D  2 года назад

      They are used primarily for VFX but can be used in games for extra texture detail.

    • @abdullaharshak.n7870
      @abdullaharshak.n7870 Год назад

      @@OnMars3Dbut when i export udims texture model as fbx. The texture is not aligning properly with model

  • @rickykhaire3736
    @rickykhaire3736 2 года назад

    When creating a new project in Painter, why didn't you tick "Compute Tangent space per fragment " box ? Plz explain, when to tick and when not to ?

  • @kartikjoshi7206
    @kartikjoshi7206 2 года назад

    I have a question. So when UV unwrapping the textures its important to put all textures in on tile. But you have unwrapped all the parts seperately and put them in different tiles so that also works ?

    • @OnMars3D
      @OnMars3D  2 года назад

      It just depends on the final output of the model. UDIMs are not required to texture your objects.

  • @BestMods168
    @BestMods168 2 года назад

    What if your low poly didnt have those gaps but just round? How does one get color there besides manually painting it on?

  • @MdK-Vids
    @MdK-Vids 2 года назад

    Hi, if I am having trouble with bakes of a certain tile but do not want to rebake the entire model, how can I do this?

  • @Bloodyasphalt8181
    @Bloodyasphalt8181 2 года назад

    im sorry but on your previus video you eplain how to use udms in just one section of the granade so that secion was divided depending of how many chekerbosadrs your are using now all your granae is devided on and set and my mesh is not doing that

  • @vladyslavlevenets
    @vladyslavlevenets Год назад

    Hey sir, I just have one more question, how would you name floaters that are absent in low poly but I want them to bake from high?

  • @ahmetozkan722
    @ahmetozkan722 3 года назад +1

    hello thank you for tutorials. How can ı export one uv map udims? my scene has alot of object. I must use Udım tile. but ı want to udim tile one map export substance painter. I dont want to alot of map export. Can ı do this? please help me

    • @OnMars3D
      @OnMars3D  3 года назад +1

      The point of UDIMS is that it creates a set of texture maps (base color, roughness, metallic, normal, etc) for every single UV coordinate (1001, 1002, 1003, etc). The good thing is you only have to apply the single 1001 textures and the rest will be streamed onto the model. When you load the texture, go to the attribute editor and next to 'UV Tiling Mode', select UDIM. Then it will automatically stream load the rest of the textures in. I've had a few people ask about this so I can can make a video about it.

    • @ahmetozkan722
      @ahmetozkan722 3 года назад

      @@OnMars3D thank you so much your answer. I think you can make a video about it. It will be beneficial for people. Thank you.

  • @stefaniafiorucci9826
    @stefaniafiorucci9826 2 года назад

    What material are you using for the ID? Standard surface?

    • @OnMars3D
      @OnMars3D  2 года назад

      Just phong and blinn, but you can use Standard Surface all the same.

  • @emrahozcicek2875
    @emrahozcicek2875 2 года назад

    Thinking about its purpose, it's okay, but isn't it too much for a small object using 4 texture set? , tutorial is excellent, thank you for your effort and time.

  • @TheMacDeth
    @TheMacDeth 3 года назад +1

    One question, isn't UDIM actually used on merged low poly mesh into one object?

    • @OnMars3D
      @OnMars3D  3 года назад

      It can be used for merged or multiple meshes, as long as the materials are shared, you can leverage UDIMs.

  • @olharoshchyna7238
    @olharoshchyna7238 2 года назад

    Hi. Do you need to use High Poly (sub D smoothed) or Low Poly (with UV and subdivisions) to bake ID map? Thanks)

    • @OnMars3D
      @OnMars3D  2 года назад

      You can use either the low poly or high poly to bake ID maps, as long as the model has material/color information, it will bake to ID maps

  • @rahulkumar-HyperMATE1999
    @rahulkumar-HyperMATE1999 3 года назад +1

    Bro whenever I import model in substance painter from maya it shows lowpoly. I try everything which I can. Please 🙏 give me solution about this problem

    • @OnMars3D
      @OnMars3D  3 года назад

      Are you viewing the model in Smooth Preview (3 on the keyboard) before you import it? You need to use 'Mesh Smooth' if you want to bring in the highpoly into Substance Painter or any other software.

    • @rahulkumar-HyperMATE1999
      @rahulkumar-HyperMATE1999 3 года назад

      @@OnMars3D yes I pressed 3

    • @rahulkumar-HyperMATE1999
      @rahulkumar-HyperMATE1999 3 года назад

      Before import

  • @marshallmadethat
    @marshallmadethat 2 года назад

    you sound like elmentza broo