@@IGarrettI the general difference is the lack of realistic ambient occlusion and curvature for wear that you get when using painters height painting. When you bake it down, all of that information is physically based upon the high resolution model.
@@IGarrettI Anchor points don't really achieve the same quality, but yes they can be used in that kind of setup. Baked almost always looks better in terms of quality
Definitely an option, this is a tutorial for painter though. They offer the ability to use cages but without the in app UI, future painter update will hopefully have something similar to marmoset
@@JordanMossy will you post the vid about texturing the knife? definetly want to look at how you r making metal textures that on the pic to this video. looks good
@@user-on4es7qg7m As the project is already complete probably not, but I do plan on making a tutorial series in the future covering creation, baking, texturing and presentation of a more complex asset
Modelled it in fusion 360, converted to dynamesh in zbrush and polished the edges to get the rounded look. It's a faster method than messing with subdivision but arguable on small things like this if it's necessary.
I see, I've seen other pros do this by having a look at topo and assumed it was some sort of port from a CAD software. That's awesome honestly. I really want to learn plasticity for this sort of hard surface. I had a hunch it would be easier to model those types of thing in CAD but wasn't sure. Also I had a look at your site, your work is a spectacle. Thanks for the reply!@@JordanMossy
I see, I've seen other pros do this by having a look at topo and assumed it was some sort of port from a CAD software. That's awesome honestly. I really want to learn plasticity for this sort of hard surface. I had a hunch it would be easier to model those types of thing in CAD but wasn't sure. Also I had a look at your site, your work is a spectacle. Thanks for the reply!@@JordanMossy
@@Trench_762 Plasticity is a good shout for this kind of stuff and honestly does take a lot away from the gruelling task of working on a mesh twice for highpoly then lowpoly, but you still need the fundamentals of modeling to produce the low poly mesh from the mesh exported. Id say if you know how to make highpoly the traditional way its a very good way of making hard surface meshes, although there's definitely aspects that just need to be modeled in subd, like organic hard surface shapes.
I just feel like playing with design when modeling in quad workflow is very hard for me. This may speak more to my lack of efficiency. But I feel like concepting in 2D is probably where that issue is resolved. But I also got the feeling that plasticity would make discovery and play a bit easier.@@JordanMossy
Dude thank you haven’t found a good bake setting video. I really appreciate it😊
Good stuff. Thanks for taking time to share something useful. Cheers.
Awesome tutorial, very helpful.
Just what i needed thanks 🙏
Useful, informative video! 👍
Thank you so much for this. We'll explained
Thanks that's so useful
Thanks
I came to get an answer to one question, but I got to all
question. Can't floaters be stampted with a brush directly in painter, instead of baking them in?
Absolutely, it's often the technique used in production as things can change frequently.
You just use the height channel and blur a mask
@@JordanMossy ah cool. just trying to understand if there's a difference
@@IGarrettI the general difference is the lack of realistic ambient occlusion and curvature for wear that you get when using painters height painting.
When you bake it down, all of that information is physically based upon the high resolution model.
@@JordanMossy unless you use anchor points
@@IGarrettI Anchor points don't really achieve the same quality, but yes they can be used in that kind of setup.
Baked almost always looks better in terms of quality
why simlpy not to use marmoset to get rid all of that baking crap with cage?
Definitely an option, this is a tutorial for painter though.
They offer the ability to use cages but without the in app UI, future painter update will hopefully have something similar to marmoset
@@JordanMossy will you post the vid about texturing the knife? definetly want to look at how you r making metal textures that on the pic to this video. looks good
@@user-on4es7qg7m As the project is already complete probably not, but I do plan on making a tutorial series in the future covering creation, baking, texturing and presentation of a more complex asset
I noticed your knife had 13 million polys, how did you go about modeling it?
Modelled it in fusion 360, converted to dynamesh in zbrush and polished the edges to get the rounded look.
It's a faster method than messing with subdivision but arguable on small things like this if it's necessary.
I see, I've seen other pros do this by having a look at topo and assumed it was some sort of port from a CAD software. That's awesome honestly. I really want to learn plasticity for this sort of hard surface. I had a hunch it would be easier to model those types of thing in CAD but wasn't sure. Also I had a look at your site, your work is a spectacle. Thanks for the reply!@@JordanMossy
I see, I've seen other pros do this by having a look at topo and assumed it was some sort of port from a CAD software. That's awesome honestly. I really want to learn plasticity for this sort of hard surface. I had a hunch it would be easier to model those types of thing in CAD but wasn't sure. Also I had a look at your site, your work is a spectacle. Thanks for the reply!@@JordanMossy
@@Trench_762 Plasticity is a good shout for this kind of stuff and honestly does take a lot away from the gruelling task of working on a mesh twice for highpoly then lowpoly, but you still need the fundamentals of modeling to produce the low poly mesh from the mesh exported.
Id say if you know how to make highpoly the traditional way its a very good way of making hard surface meshes, although there's definitely aspects that just need to be modeled in subd, like organic hard surface shapes.
I just feel like playing with design when modeling in quad workflow is very hard for me. This may speak more to my lack of efficiency. But I feel like concepting in 2D is probably where that issue is resolved. But I also got the feeling that plasticity would make discovery and play a bit easier.@@JordanMossy
Very pure volume
Thanks