Hello Thanks a lot for the tutorial.It helped me to actually get good results unlike Xnormal.I still want to ask 2 questions tho. 1-)I followed exactly as you showed in the video but the normal map size is quite big.47 mb for the 4k and 14m for the 2k one I generated. 2-)I have 4 different poly versions of the same mesh (High Poly,Mid Poly,Low Poly,Very Low Poly) I baked from the High Poly one to the Low Poly one.Basically from the most detailed to second least detailed mesh because I though there is too much geometry difference between the Very Low Poly and High Poly one.Is this a good idea?I first thought just bake for all of them or at least just bake the difference between the Hİgh Poly and Mid Poly but seeing as they look very much alike unless you zoom in ı decided to go for High Poly to Low Poly approach.Can you give me advice on this? 3-)All the mentioned meshes are pure quads so was it alright to bake the quad meshes despite fact the game engine will triangulate them automatically will the generated normal maps work as intended with the triangulated meshes in the engine?
❤❤❤ Words can't express how grateful I am for this video! I had been struggling with texture baking for such a long time, constantly hitting roadblocks and feeling completely demotivated. But your tutorial was like magic. it made everything so clear and straightforward! Thanks to you, I was finally able to complete my project perfectly. You're a lifesaver, and your content is absolutely invaluable. Keep up the amazing work! Thanks a lot Ryan King 👑 😇
Finally someone had to have a tutorial for this, I can't believe it was as simple as having the object in the same place, I was desperately looking for a way to make the high poly Uv map match the low poly lol
It's nice to see current videos on this, your content is great. A lot of tutorials are outdated, and for older versions of blender. You get right to the point and haven't forgotten to explain the details that make all the difference. I just subscribed, and I'll be coming back to watch more for sure.
i have watched several videos on this and this is by far, the best one. Thank you for making this out to be as simple as it should be. All of your tutorials are top notch and I'm sure I'm not the only one that appreciates the time you put in to teaching us how to use this great free program.
This was such a great video, you really explained this process properly, thanks so much. It would be great if you could do a similar video to go through creating displacement maps from high poly sculpts to lower or mid poly meshes and the best way to apply them.
Amazing video,as always! I have a doubt though...when you bake the normal map, what are those triangle's that appear in the image? Do you have to worry about it?
Incredible! I had no idea that you could have so much detail on a low poly model. I noticed that you turned on the Alpha channel for the normals texture image. Is Alpha needed for this? Thank you!
@@RyanKingArt Thank you very much for your honest opinion. I have been noticing a lot of people and tutorials say to use Substance Painter to bake the normal maps from a high resolution mesh to a low resolution mesh and was just curious what the comparison of the quality was. Just to be clear. Do you strictly use the Quick Bake add on for this very task? and lets say you have a lot of minute detail on the surface, does it do a very good job of reproducing that detail? Thanks again!
Hey so I’m new to blender and I’m having a bit of a problem. I’m trying to fit my UV image on to a model but I can’t get it perfectly on. It’s like trying to fit in a puzzle piece. I can’t move individual vertices either because that messes up the image texture. Pinning vertices doesn’t help. Seems like a simple solution but I just don’t know how to fix it.
Let me try and help. Firstly, I don't understand the question. You said your issue is you're trying to fit the object's UV image onto another object. My issue is that statement is vague, so I can't entirely tell if your question is about this video or if it's your own seperate issue. For clarity, this video is taking an object's UV image and baking the object's Normals onto that UV image, creating a Normal map texture. Afterwards, the Normal map texture, no longer describable as a simple UV image, could then be applied to another object. If that is what you're after, then my first line of questioning is this: Are these objects relatively a very similar shape and size? If not then the scenario I believe you've described is akin to attempting to take the wrapping paper of a large box and trying to fit that onto a small circle. That won't work because you cannot fit a large image of wrapping paper onto a small object, and I believe that is your issue. So if you wish to achieve that then we must find as more detialed solution than what this video provides. It is to your own prerogative that I must state though I am no blender guru. I may also be informatively ignorant.
Update. Your in luck because if you just actually wanted a UV map image of one object, force onto another object then the stars have aligned because I just bump into this video from the same guy that I think is tackling that exact topic: ruclips.net/video/wsO1eozb1Qk/видео.htmlsi=rH4qR5cukPDFFHA3 Hope this is or my previous comment is aiming for what you're after.
"Ok, now we're going to UV unwrap our model. And if you'd like a full overview on what a model is, you can click on the link to my full video covering the basics of models and that will bring you up to speed. Ok, now we just click on our model to select it. And if you'd like to learn more about selecting, you can click on the link to my full video covering the basics of selecting in Blender. Now, with our model selected, we'll right click. And if you'd like to learn more about right-clicking, you can click on the link to my full video covering the essentials of right-clicking in Blender. Now, we're going to select an edge. And if you'd like to know more about edges and what they do, you can click on the link to my full video about edges. With an edge selected, we're going to define our seam. And if you'd like to know more about defining seams, you can check out my full video about defining seams in Blender..."
@@RyanKingArt I don't know what his point is but just wanted to say, in an age where people's attention spans are getting shorter, the fact you don't delve into every little thing in one video is a huge help. You tell us where we can locate extra information where necessary and get right to the point. Had you delved into every sub-topic, this video would be very long and people would probably get lost in it. Thanks a lot for the way you do your videos. I was able to bake a normal map from my high poly model successfully. I had a lot of issues with the extrusions and had to raise them a lot more than you did but I'm wondering if that has to do with my original model size. Either way, great video!
I'd really appreciate it if custom blender addons were cheaper and not up to $40-$100+ a piece for what basically amounts to a non functional product with its own vague workflow that's often inferior to just using vanilla blender features. Like your video about using the built in cycles baking workflow that works perfectly fine for hobbyists and what I need. No offense, but for that kind of price tag I should not need to come and watch a youtube tutorial just to figure out how to use it with the poor and vague as possible documentation they purposely have. Its like trying to play a new video game but then being gaslit about the concept of the jump button. While the objective on screen is to jump over an obstacle in the tutorial and there being no mention of the jump keybind in the settings menu. At least Blendermarket does actively listen in on every seller interaction and is not trying to scam you.
*More Tutorials to Watch:*
• Retopology for Beginners: ruclips.net/video/1myOZaxtHes/видео.htmlsi=TiR-LfDd7UgBzOJO
• Texture Baking Playlist: ruclips.net/p/PLsGl9GczcgBvJPh7D_ITafvmTW7ZzQTEr
• UV Unwrapping for Beginners: ruclips.net/video/qa_1LjeWsJg/видео.htmlsi=rafY0BLtSze1iqS3
Hello Thanks a lot for the tutorial.It helped me to actually get good results unlike Xnormal.I still want to ask 2 questions tho.
1-)I followed exactly as you showed in the video but the normal map size is quite big.47 mb for the 4k and 14m for the 2k one I generated.
2-)I have 4 different poly versions of the same mesh (High Poly,Mid Poly,Low Poly,Very Low Poly) I baked from the High Poly one to the Low Poly one.Basically from the most detailed to second least detailed mesh because I though there is too much geometry difference between the Very Low Poly and High Poly one.Is this a good idea?I first thought just bake for all of them or at least just bake the difference between the Hİgh Poly and Mid Poly but seeing as they look very much alike unless you zoom in ı decided to go for High Poly to Low Poly approach.Can you give me advice on this?
3-)All the mentioned meshes are pure quads so was it alright to bake the quad meshes despite fact the game engine will triangulate them automatically will the generated normal maps work as intended with the triangulated meshes in the engine?
❤❤❤
Words can't express how grateful I am for this video! I had been struggling with texture baking for such a long time, constantly hitting roadblocks and feeling completely demotivated. But your tutorial was like magic. it made everything so clear and straightforward! Thanks to you, I was finally able to complete my project perfectly. You're a lifesaver, and your content is absolutely invaluable.
Keep up the amazing work!
Thanks a lot Ryan King 👑
😇
@@StayAroundOfficial glad it helped!
Finally someone had to have a tutorial for this, I can't believe it was as simple as having the object in the same place, I was desperately looking for a way to make the high poly Uv map match the low poly lol
THE ONLY dude who made a proper tutorial for this one. thank you!!!!!
welcome!
Nice to see subjects of a little more advanced level popping up in your excellent tutorials 👌
👍 👍 thanks!
It's nice to see current videos on this, your content is great. A lot of tutorials are outdated, and for older versions of blender.
You get right to the point and haven't forgotten to explain the details that make all the difference.
I just subscribed, and I'll be coming back to watch more for sure.
thanks!
i have watched several videos on this and this is by far, the best one. Thank you for making this out to be as simple as it should be. All of your tutorials are top notch and I'm sure I'm not the only one that appreciates the time you put in to teaching us how to use this great free program.
This was such a great video, you really explained this process properly, thanks so much. It would be great if you could do a similar video to go through creating displacement maps from high poly sculpts to lower or mid poly meshes and the best way to apply them.
fast work sir you uploaded both video in just 1 day thank you
welcome!
Oh man I’ve so been looking forward to a tutorial on this! Especially from you.
Thank you x 100
you're welcome!
Amazing stuff as always, thanks for such a quick followup to the previous video.
Thank you so much !
Lot of RUclipsr did this content but most of them are explained unclear !
glad it helps!
I love you ryan, amazing tutorial, highly useful
Amazing video,as always! I have a doubt though...when you bake the normal map, what are those triangle's that appear in the image? Do you have to worry about it?
Hey, instant like! Thank you for tutorial: I’m just at this stage
hope the video helps!
Really good video
Thanks!
What if i already paint it and assign a lot of texture to a character can i uvwrap it properly like this or it will be distorted? am i cooked?
Help, i click on bake and but it tells me that I have an uninitialized image on the low part on the low poly. Don't know what to do.?
i notice the low poly one doesn't look exactly like the hi poly head (the eyes especially) Is there a way to fix this?
Thank you 😊
you are welcome!
hi Ryan, thx for the video helped definitely. maybe you could also explain the ''bake from multires'' and ''Cage'' feature.
I think a cage is a slightly larger copy of your high poly mesh
I know I'm late to this video, but does anyone know if you have to unwrap both of the objects in order to bake?
Incredible! I had no idea that you could have so much detail on a low poly model. I noticed that you turned on the Alpha channel for the normals texture image. Is Alpha needed for this? Thank you!
Hi can i combine 2 normal map with mix color overlay?
Thank you so much! 😊
thanks for watching
How much extrusion i need for a full body character 😮
Can we make facial rig on the low poly mesh after bake
yes, its best to retopoligize it first,then bake the normal map, and then rig it.
Thanks, man!
welcome!
Thank you for the video. Question: Is it better to use Blender or Substance Painter?
I have not used substance painter so I really dont know. I just use blender for everything
@@RyanKingArt Thank you very much for your honest opinion. I have been noticing a lot of people and tutorials say to use Substance Painter to bake the normal maps from a high resolution mesh to a low resolution mesh and was just curious what the comparison of the quality was.
Just to be clear. Do you strictly use the Quick Bake add on for this very task? and lets say you have a lot of minute detail on the surface, does it do a very good job of reproducing that detail? Thanks again!
at minute 12.30 what exactly that you do there?
i get everything right until that point, then the mash just never applies what do i need to do?
make sure you are in the rendered viewport mode, or material preview, to see the texture
Hey so I’m new to blender and I’m having a bit of a problem. I’m trying to fit my UV image on to a model but I can’t get it perfectly on. It’s like trying to fit in a puzzle piece. I can’t move individual vertices either because that messes up the image texture. Pinning vertices doesn’t help. Seems like a simple solution but I just don’t know how to fix it.
Let me try and help.
Firstly, I don't understand the question. You said your issue is you're trying to fit the object's UV image onto another object. My issue is that statement is vague, so I can't entirely tell if your question is about this video or if it's your own seperate issue. For clarity, this video is taking an object's UV image and baking the object's Normals onto that UV image, creating a Normal map texture. Afterwards, the Normal map texture, no longer describable as a simple UV image, could then be applied to another object.
If that is what you're after, then my first line of questioning is this:
Are these objects relatively a very similar shape and size? If not then the scenario I believe you've described is akin to attempting to take the wrapping paper of a large box and trying to fit that onto a small circle. That won't work because you cannot fit a large image of wrapping paper onto a small object, and I believe that is your issue. So if you wish to achieve that then we must find as more detialed solution than what this video provides.
It is to your own prerogative that I must state though I am no blender guru. I may also be informatively ignorant.
Update.
Your in luck because if you just actually wanted a UV map image of one object, force onto another object then the stars have aligned because I just bump into this video from the same guy that I think is tackling that exact topic:
ruclips.net/video/wsO1eozb1Qk/видео.htmlsi=rH4qR5cukPDFFHA3
Hope this is or my previous comment is aiming for what you're after.
Thanks 🇮🇳🕉️
welcome!
How to do the same with a baking addon?
i have tutorials on my channel on how to do it with some of the baking addons that I've reviewed.
"Ok, now we're going to UV unwrap our model. And if you'd like a full overview on what a model is, you can click on the link to my full video covering the basics of models and that will bring you up to speed. Ok, now we just click on our model to select it. And if you'd like to learn more about selecting, you can click on the link to my full video covering the basics of selecting in Blender. Now, with our model selected, we'll right click. And if you'd like to learn more about right-clicking, you can click on the link to my full video covering the essentials of right-clicking in Blender. Now, we're going to select an edge. And if you'd like to know more about edges and what they do, you can click on the link to my full video about edges. With an edge selected, we're going to define our seam. And if you'd like to know more about defining seams, you can check out my full video about defining seams in Blender..."
whats your point? I'm trying to teach people Blender
@@RyanKingArt I don't know what his point is but just wanted to say, in an age where people's attention spans are getting shorter, the fact you don't delve into every little thing in one video is a huge help. You tell us where we can locate extra information where necessary and get right to the point. Had you delved into every sub-topic, this video would be very long and people would probably get lost in it. Thanks a lot for the way you do your videos. I was able to bake a normal map from my high poly model successfully. I had a lot of issues with the extrusions and had to raise them a lot more than you did but I'm wondering if that has to do with my original model size. Either way, great video!
@@SincerelyBelly thanks
I'd really appreciate it if custom blender addons were cheaper and not up to $40-$100+ a piece for what basically amounts to a non functional product with its own vague workflow that's often inferior to just using vanilla blender features. Like your video about using the built in cycles baking workflow that works perfectly fine for hobbyists and what I need.
No offense, but for that kind of price tag I should not need to come and watch a youtube tutorial just to figure out how to use it with the poor and vague as possible documentation they purposely have. Its like trying to play a new video game but then being gaslit about the concept of the jump button. While the objective on screen is to jump over an obstacle in the tutorial and there being no mention of the jump keybind in the settings menu. At least Blendermarket does actively listen in on every seller interaction and is not trying to scam you.
bro my yellow dots are not solving ,what can i do now
i am doing a full character normal map😔
no memory for operation ={