How to bake high poly details into low poly mesh in blender 3.4

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  • Опубликовано: 12 сен 2024
  • In this tutorial you would learn how to bake high poly details into low poly mesh

Комментарии • 151

  • @Camart89
    @Camart89 Год назад +40

    I've been looking everywhere for a way to do this that didn't involve spending loads of money on Substance Painter. You are a life saver, thank you so much!!

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад +2

      Your welcome😌

    • @quae6843
      @quae6843 Год назад +3

      Btw it's easy to install cracked Substance Painter or any other Adobe software.

    • @Zman201
      @Zman201 Год назад +1

      @@quae6843 but you also risk getting a virus if you choose the wrong site or click the wrong link etc. If you're smart you might not but theres always a risk to it

    • @rodrigocrespo3960
      @rodrigocrespo3960 11 месяцев назад

      If you are a student you can get 1 year for free

  • @joetorrez6010
    @joetorrez6010 9 месяцев назад +15

    dude…you are my god. I have NEVER been able to figure out how to do low poly on a detailed sculpt. All my characters have looked like muppets until now. Dear god. Thank you!!!!

  • @Inokentych
    @Inokentych Год назад +10

    thanks, because of this tutorial i now understand much more how properly prepare meshes for bake, for example now i know that before subdivision i need convert triangles to quads, that give much more adequate results

  • @h4nv
    @h4nv Год назад +5

    Thanks! I never realized that you can use Multiresolution modifier for this - helps a lot!

  • @jbdh6510
    @jbdh6510 8 месяцев назад +1

    Nice Tutorial and thank you! The only thing I want to mention is, that you subdivided the first low poly mesh only 2 times (and instead 4 times only in the viewport).

    • @carlmarcs3647
      @carlmarcs3647 7 месяцев назад +1

      I think viewport level is what matters when applying the modifier

    • @carlmarcs3647
      @carlmarcs3647 7 месяцев назад +1

      ie render level only matters if you aren’t applying the modifier

  • @my-black-sun
    @my-black-sun 7 месяцев назад +1

    Thanks a lot for this super easy and useful tutorial. I have only one question: is there any way to apply modifier without losing the result? Ty!

    • @vantagecgtutorial
      @vantagecgtutorial  7 месяцев назад

      Yes, if you apply the multi res at the highest resolution it would retain it but the vertice count would increase

  • @phantom_sn1per201
    @phantom_sn1per201 Год назад +2

    Thank you so much! I really needed and appreciate this!

  • @SalemFU
    @SalemFU Год назад +12

    newer user here... so... what do we do after this? i just used this to bring the details over from my hi res head sculpt to my low poly/retoppo'd mesh head, but im not sure what to do next... do i have to keep the other two heads? do i apply the multi-res (which would defeat the point i would think?)... just wondering. making a model for animation, if that helps clarify... would appreciate any assistance 🤞

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад +12

      You can delete the high resolution mesh if you want to, it won't affect the other one. Also don't apply the multi res modifier
      Right now you can switch between any subdivision level of ur choice which is very important if you want to animate your character

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад +11

      This is because most people pose their character for animation at the lowest subdivision level for smooth running of blender, then they render at a High resolution so that the details would be seen

    • @SalemFU
      @SalemFU Год назад +4

      @@vantagecgtutorial sweet thanks for the help 😀

    • @OlegC3D
      @OlegC3D Год назад +3

      @@SalemFU This process is usually referred to as 'Retopology', if you sculpt a super high detail / poly count mesh, to UV Unwrap it for texture painting or export it as game ready asset, you want the details of the high poly mesh, but the low poly count of your base mesh, this is only a small snippet of the entire process.

    • @mrxcs
      @mrxcs 9 месяцев назад

      ​@@OlegC3DSo you basically use the UV from the high on the low?

  • @MohamedEmad-fx7ww
    @MohamedEmad-fx7ww Год назад +1

    best way ever it helped me a lot thank you

  • @FelipeTrindart
    @FelipeTrindart 5 месяцев назад +1

    Incredible. Thank you so much

  • @krbenyo
    @krbenyo Год назад +2

    thats cool, it is created a normalmap for the low poly? Can you tell me how can i transfer the colormap as well?

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад

      It doesn't create any map
      You will need to re-bake them
      I'll advice you uv unwrap first before baking the maps

  • @heljoshinmax9459
    @heljoshinmax9459 Год назад +1

    thanks, was looking info for that puzzle part with multires:)

  • @godnyx117
    @godnyx117 Год назад +2

    Thank you so so much! You rock!

  • @Ludwig6583
    @Ludwig6583 8 месяцев назад +1

    Very interesting method! But I'm just wondering if there is a difference as supposed to creating high poly normal map and baking that onto the low poly. Does it make a difference for making films in blender? Is one better than the other? Or is the normal map method just for making games or importing into other software? Please someone answer if you know

    • @vantagecgtutorial
      @vantagecgtutorial  8 месяцев назад

      Baking normal map is good for games, it helps optimize the character but up close u can notice that it's actually low poly, on the other hand baking high poly to low poly is good for movies especially if there would be close shots in the movie

    • @Ludwig6583
      @Ludwig6583 8 месяцев назад

      @@vantagecgtutorial So the multires method in this video is better for movies?

  • @vintryastudio
    @vintryastudio 3 месяца назад +1

    bro you are greate ❤

  • @Jennifer-RH
    @Jennifer-RH Год назад +1

    What is the difference in using this method and baking with cycles? Is this method beter for animation? Or does it not matter?

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад

      This method is used only if you plan on animating your character or optimize it to be used in games, otherwise there's no need

  • @anissar7301
    @anissar7301 Год назад +1

    thank you so much for this video. I may sound stupid with this question but I hope you can answer it. can we compair normal maps. like which normal maps or displacement maps give more details is it the one zbrush generates or Blender generates or are they the same or it depends on the details of the 3D sculpt

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад

      It depends on the resolution of the maps and the details. I haven't compared both before, but whenever I do I'll edit this comment

    • @anissar7301
      @anissar7301 Год назад +1

      @@vantagecgtutorial Thanks for replying. that's correct. it depends on the resolution of the maps and the details

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад

      @@anissar7301 your welcome brother

  • @Ali-Farzin-Abri
    @Ali-Farzin-Abri 6 месяцев назад +1

    I'm new to blender and I just wanna make sure of sth. So after having done this, we can export the low poly detailed mesh without applying the multiresolution right? Cause otherwise It won't make sense, the poly is going up again. I'm specifically talking about when we want to use character in a game.

    • @vantagecgtutorial
      @vantagecgtutorial  6 месяцев назад

      This method is mainly for movies, for games its advised to bake normal map

  • @aluriawolf
    @aluriawolf Год назад +2

    Thank you very much!🥰

  • @valtaoi1586
    @valtaoi1586 Год назад +2

    but suppose if you want to use this model for games then how will you use this model in games, you still have multires and dont have UVs so how will you bake those details in terms of maps??

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад

      You would have to uv unwrap and bake the normals of the high in the low poly

    • @valtaoi1586
      @valtaoi1586 Год назад

      @@vantagecgtutorial how can we bale thr multires details?

  • @Chartechsstudio
    @Chartechsstudio Год назад +2

    Keep up the good work 😊

  • @Rjf32
    @Rjf32 3 месяца назад +1

    Yoo i have a question im trying to animate a character and i did this after my manual retopology but it still lags when trying to animate is there a different way to do this for animating

    • @vantagecgtutorial
      @vantagecgtutorial  3 месяца назад

      Reduce the subdivision level to zero, also if your scene is too dense, try hiding some mesh in the viewport. Particle systems can also make your pc lag. You could hide that also in viewport

  • @itxSaurabhvfx
    @itxSaurabhvfx 10 месяцев назад +1

    Thank you so much 🙏🙏.

  • @phumlanhercules8711
    @phumlanhercules8711 Год назад +1

    thank you for the tutorial

  • @DT-hb3zu
    @DT-hb3zu 11 месяцев назад +1

    This is good unless you want to use it in a game or otherwise export it any other way.

  • @Dpate10
    @Dpate10 10 месяцев назад +1

    Some people add the detail through normal maps. Why do you do it this way vs. normal maps?

    • @vantagecgtutorial
      @vantagecgtutorial  10 месяцев назад +2

      What normal map does is it create an illusion of the mesh having such details , and it's actually important in games for optimization purposes. But if ur going into movies, using this method would actually give you the best output especially for close up videos

  • @epicfishbowl6425
    @epicfishbowl6425 Год назад +2

    Does this method keep the same amount of polygons on the low poly mesh when you transfer the details, or does transferring the details increase the polygon count on the low poly mesh?

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад +1

      This method allows you to choose the sub division level to want to work with while maintaining the poly count of the low poly mesh.

    • @epicfishbowl6425
      @epicfishbowl6425 Год назад +1

      @@vantagecgtutorial Alright awesome, thanks for clarifying!

    • @epicfishbowl6425
      @epicfishbowl6425 Год назад

      @@vantagecgtutorial wait a minute, when I finished your method the poly count in object mode said it was over 5 million but in edit mode it said it was the poly count of the low poly mesh. Which one counts when you export it??

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад

      It depends on the subdivision level you export
      The higher the sub division level, the higher the poly count

    • @kirbyscreativity
      @kirbyscreativity Год назад +1

      No it raises the lower not worth it

  • @Beatrixkiddo318
    @Beatrixkiddo318 5 месяцев назад +1

    What about exporting? How do I export without applying modifier and keep it low poly

    • @vantagecgtutorial
      @vantagecgtutorial  5 месяцев назад

      You would have to set the subdivision level to zero before exporting

  • @thedudeguy123
    @thedudeguy123 Год назад +1

    Why can't you just reshade directly from the original high poly mesh to the low poly with multires? does it have anything to do with the 4 subdivisions so they have same poly count?

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад +1

      Remember I used shrink wrap modifier to extract the details from the high poly
      So I had to apply it then reshape with shrink wrap on the other low res

    • @thedudeguy123
      @thedudeguy123 Год назад

      @@vantagecgtutorial ah yes mb

    • @Bingbangbong28
      @Bingbangbong28 10 месяцев назад +1

      @@vantagecgtutorial hi rewatched this video again for fun, just want to say @thedudguys5761 is correct, you could have done that in fact it is a faster method than your current method and it does the same thing just though i shared this with you.
      1) low poly version that was retopo, create multires and shrink wrap mod
      2) shrinkwrap low poly target to high poly
      3) increase subdivide in multires of lowpoly to level that captures all details
      4) apply shrink wrap
      5) reduce subd lvl to 0, create image texture in shading editor, and bake from multires and viola done!
      your current method works too, just that you probably would need baked the textures into a normal map at the end because the lowpoly model you have with multires subd lvl 4 cant do anything on its own for games etc

    • @Bingbangbong28
      @Bingbangbong28 10 месяцев назад

      check my reply above @@thedudeguy123

    • @vantagecgtutorial
      @vantagecgtutorial  10 месяцев назад

      @@Bingbangbong28 I'll give your method a try... Thank you

  • @dankmemes5608
    @dankmemes5608 Год назад +1

    how do you export the low res model properly?
    when i import it, it returns to being high res:(

  • @dandan-my8yn
    @dandan-my8yn 11 месяцев назад +1

    hi, how can i export the low poly model without affecting the high poly details? When i untick the ‘apply modifiers’, it removes the multires modifier but then when imported, it goes back to being low poly. Thank you!

    • @vantagecgtutorial
      @vantagecgtutorial  11 месяцев назад

      Do you want to export it to another 3D software?

    • @dandan-my8yn
      @dandan-my8yn 11 месяцев назад +1

      @@vantagecgtutorial yes, i am trying to export onto Maya. But then when I import it, it is low poly but the details are gone and the multi res modifier as well.

    • @ezra6990
      @ezra6990 10 месяцев назад +1

      @dandan-my8yn hey there i'm also struggling with this problem im attempting to export a character that uses multi-res data to mixamo but once i do the mult res data is lost , any help is appreciated

    • @vantagecgtutorial
      @vantagecgtutorial  10 месяцев назад +1

      @@ezra6990 multi res modifier only works in blender
      Another way to bake details to be used outside blender would be to bake the high poly normal map and use it on the low poly. I don't have a tutorial on that at the moment

  • @aspenplayed_
    @aspenplayed_ Год назад +1

    Will this work for obtaining pore texture (with a brush) for game character models?

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад +1

      I haven't really tried it for very little details but it would work if you make the subdivision level so high
      Maybe 4 or 5

  • @Yvola
    @Yvola 6 месяцев назад +1

    Dont you then need to bake normals from multires and add the normal map which then enables you to delete multires modifier

    • @vantagecgtutorial
      @vantagecgtutorial  6 месяцев назад

      Well it depends on what you are going for, for games it's advised to bake normal and use just that for optimization sake. For movies, it's preferred to use both methods so that close up view of the model would look great too. Normal baking just fakes the details

    • @Yvola
      @Yvola 6 месяцев назад

      yup true that I was thinking game only not movie (:@@vantagecgtutorial

  • @raziel4396
    @raziel4396 Год назад +1

    So I have a question, is there a way to do this if you have a high poly mesh already made and make a low poly mesh to link them?

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад +1

      I don't really get your question. Pls rephrase

    • @raziel4396
      @raziel4396 Год назад

      @@vantagecgtutorial sorry I'll try to be more clear, I have a high poly mesh that I made first instead of duplicating a low poly one and I'm trying to link it to a retopologized mesh I made but it isn't working so I was seeing if you knew a way to do it that way instead

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад +1

      Ok
      I think I understand now
      Well there are various ways to retopologize your mesh
      There's manual and automatic (like instant remesher and quad remesher)

    • @raziel4396
      @raziel4396 Год назад +1

      @@vantagecgtutorial alright thank you for your help!

  • @andreaenlaluna
    @andreaenlaluna Год назад +1

    Thanks for this

  • @dertobbe1176
    @dertobbe1176 5 месяцев назад +1

    And it can be exported as fbx for use in unity?

    • @vantagecgtutorial
      @vantagecgtutorial  5 месяцев назад

      Yes it can but without the modifier

    • @dertobbe1176
      @dertobbe1176 5 месяцев назад

      @@vantagecgtutorial so you need to apply the modifier and get a high poly again

    • @vantagecgtutorial
      @vantagecgtutorial  5 месяцев назад

      @@dertobbe1176 not really just set it to the subdivision level you want then export, it's will export at that subdivision level

    • @dertobbe1176
      @dertobbe1176 5 месяцев назад

      @@vantagecgtutorial doesnt work for me. I get high res Version when I apply or a low poly Version without the Details when I Export. I am just learning this stuff. Dont know what to Do rn

    • @vantagecgtutorial
      @vantagecgtutorial  5 месяцев назад

      @@dertobbe1176 what software are you exporting it to

  • @GeorgeNacpil
    @GeorgeNacpil 11 месяцев назад +1

    how did you get the low poly mesh?

  • @hotbergina
    @hotbergina 10 месяцев назад +1

    and for a game ready ? how to do to ? if i want it into unreal engine

    • @vantagecgtutorial
      @vantagecgtutorial  10 месяцев назад +1

      The best method is to bake the normal map of the high poly and use it on the low poly in UE

    • @hotbergina
      @hotbergina 10 месяцев назад +1

      ​@@vantagecgtutorial thanks, i juste baked the normals but it does not takes all the details in consideration...do you have a discord or something to talk with you?💗 thanks

    • @vantagecgtutorial
      @vantagecgtutorial  10 месяцев назад

      @@hotbergina your welcome
      I'm not on discord but you can reach me on Instagram or tiktok @kandyy_man

  • @bskkurt
    @bskkurt Год назад +1

    god bless you

  • @crysiscontained4421
    @crysiscontained4421 2 месяца назад +1

    You need to change the title of this video. There's no baking in this. Baking is the process of creating higher res maps to wrap the low poly object with so it looks the same as the high poly mesh with less computational power needed. It should probably be called something like "Using multires to copy highpoly object" or whatever.

    • @vantagecgtutorial
      @vantagecgtutorial  2 месяца назад

      It depends on what you understand by baking and what works for you. Thank you for your opinion, I really appreciate

    • @Bingbangbong28
      @Bingbangbong28 Месяц назад

      Exactly my point. Guy probably made beginners feel stupid when its just his title being misleading

  • @DoctorMadness
    @DoctorMadness 2 месяца назад +1

    This has nothing to do with actual baking of high poly details...

  • @alexschmidt7326
    @alexschmidt7326 Год назад +1

    Genius

  • @valtaoi1586
    @valtaoi1586 Год назад +1

    how to bake high poly details as maps?

  • @ValeGoG
    @ValeGoG Год назад +1

    10/10

  • @srdjandrljaca672
    @srdjandrljaca672 Год назад +2

    U earn subscribe my friend!!!

  • @jumpy2783
    @jumpy2783 3 месяца назад +1

    Is it just me or did he just not bake at all

    • @crysiscontained4421
      @crysiscontained4421 2 месяца назад +1

      Nope not just you. there was zero baking in the video

    • @vantagecgtutorial
      @vantagecgtutorial  2 месяца назад

      It's depends on your understanding of the word bake. If this doesn't work for your, there are other ways

  • @kirbyscreativity
    @kirbyscreativity Год назад +1

    This doesn't work without causing the low poly to having higher poly count which is not at all what i want.

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад

      Did you apply the multi resolution modifier?

    • @kirbyscreativity
      @kirbyscreativity Год назад +1

      @@vantagecgtutorial I did

    • @kirbyscreativity
      @kirbyscreativity Год назад +1

      I got it to work tho must have missed a step

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад +1

      @@kirbyscreativity you arent meant to apply the modifier
      This method allows u to switch between subdivision level with out affecting the poly count of the low poly mesh

  • @Leismar
    @Leismar Год назад

    Wtf what is it

    • @mr.lunatic3157
      @mr.lunatic3157 Год назад

      Its when you need to texture paint or uv unwrap the model you cant unwrap a model with 1mil faces 😂

    • @Leismar
      @Leismar Год назад

      @@mr.lunatic3157 uhum, indeed

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад

      Is there any problem? I would be happy to help

  • @HalkerVeil
    @HalkerVeil Год назад +2

    Stop communicating with your mouse. Nobody understands you.

    • @vantagecgtutorial
      @vantagecgtutorial  Год назад

      Sorry about that... Would do better in my upcoming videos

    • @frinkelmiles
      @frinkelmiles Год назад

      @@vantagecgtutorial Sheeeshhh I'm not even subscribed yet but that's just Engk!! For me I think a persons knowledge is something that's quite precious and for you to share it for free is commendable, some people pay for these knowledge To be honest. Thank you.

    • @mr.lunatic3157
      @mr.lunatic3157 Год назад

      Yeah Please speak with your real voice , cant be worse than this Artificial voices which is annoying

  • @kedigiller111
    @kedigiller111 10 месяцев назад +1

    not for me