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!!
@@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
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!!!!
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
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).
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 🤞
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
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 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.
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
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
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
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.
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??
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
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
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
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 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??
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 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
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 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.
@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
@@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
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
@@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
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)
@@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 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
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.
@@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
@@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.
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!!
Your welcome😌
Btw it's easy to install cracked Substance Painter or any other Adobe software.
@@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
If you are a student you can get 1 year for free
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!!!!
Your welcome 😊
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
Your welcome
Thanks! I never realized that you can use Multiresolution modifier for this - helps a lot!
Your welcome brother
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).
I think viewport level is what matters when applying the modifier
ie render level only matters if you aren’t applying the modifier
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!
Yes, if you apply the multi res at the highest resolution it would retain it but the vertice count would increase
Thank you so much! I really needed and appreciate this!
Your welcome
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 🤞
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
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
@@vantagecgtutorial sweet thanks for the help 😀
@@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.
@@OlegC3DSo you basically use the UV from the high on the low?
best way ever it helped me a lot thank you
Your welcome
Incredible. Thank you so much
You're welcome
thats cool, it is created a normalmap for the low poly? Can you tell me how can i transfer the colormap as well?
It doesn't create any map
You will need to re-bake them
I'll advice you uv unwrap first before baking the maps
thanks, was looking info for that puzzle part with multires:)
Your welcome
Thank you so so much! You rock!
Anytime
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
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
@@vantagecgtutorial So the multires method in this video is better for movies?
bro you are greate ❤
Thank you
What is the difference in using this method and baking with cycles? Is this method beter for animation? Or does it not matter?
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
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
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
@@vantagecgtutorial Thanks for replying. that's correct. it depends on the resolution of the maps and the details
@@anissar7301 your welcome brother
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.
This method is mainly for movies, for games its advised to bake normal map
Thank you very much!🥰
Your welcome😊
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??
You would have to uv unwrap and bake the normals of the high in the low poly
@@vantagecgtutorial how can we bale thr multires details?
Keep up the good work 😊
Thanks man
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
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
Thank you so much 🙏🙏.
Your welcome
thank you for the tutorial
Your welcome
This is good unless you want to use it in a game or otherwise export it any other way.
Thank u
Some people add the detail through normal maps. Why do you do it this way vs. normal maps?
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
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?
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.
@@vantagecgtutorial Alright awesome, thanks for clarifying!
@@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??
It depends on the subdivision level you export
The higher the sub division level, the higher the poly count
No it raises the lower not worth it
What about exporting? How do I export without applying modifier and keep it low poly
You would have to set the subdivision level to zero before exporting
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?
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
@@vantagecgtutorial ah yes mb
@@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
check my reply above @@thedudeguy123
@@Bingbangbong28 I'll give your method a try... Thank you
how do you export the low res model properly?
when i import it, it returns to being high res:(
Before exporting untick the apply modifier option
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!
Do you want to export it to another 3D software?
@@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.
@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
@@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
Will this work for obtaining pore texture (with a brush) for game character models?
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
Dont you then need to bake normals from multires and add the normal map which then enables you to delete multires modifier
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
yup true that I was thinking game only not movie (:@@vantagecgtutorial
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?
I don't really get your question. Pls rephrase
@@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
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)
@@vantagecgtutorial alright thank you for your help!
Thanks for this
Your welcome
And it can be exported as fbx for use in unity?
Yes it can but without the modifier
@@vantagecgtutorial so you need to apply the modifier and get a high poly again
@@dertobbe1176 not really just set it to the subdivision level you want then export, it's will export at that subdivision level
@@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
@@dertobbe1176 what software are you exporting it to
how did you get the low poly mesh?
Through manual retopology
and for a game ready ? how to do to ? if i want it into unreal engine
The best method is to bake the normal map of the high poly and use it on the low poly in UE
@@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
@@hotbergina your welcome
I'm not on discord but you can reach me on Instagram or tiktok @kandyy_man
god bless you
Bless you too👍
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.
It depends on what you understand by baking and what works for you. Thank you for your opinion, I really appreciate
Exactly my point. Guy probably made beginners feel stupid when its just his title being misleading
This has nothing to do with actual baking of high poly details...
Ok
Genius
Thank u😊
how to bake high poly details as maps?
No this is for baking details
10/10
Thank u🙏
U earn subscribe my friend!!!
Thanks man
Is it just me or did he just not bake at all
Nope not just you. there was zero baking in the video
It's depends on your understanding of the word bake. If this doesn't work for your, there are other ways
This doesn't work without causing the low poly to having higher poly count which is not at all what i want.
Did you apply the multi resolution modifier?
@@vantagecgtutorial I did
I got it to work tho must have missed a step
@@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
Wtf what is it
Its when you need to texture paint or uv unwrap the model you cant unwrap a model with 1mil faces 😂
@@mr.lunatic3157 uhum, indeed
Is there any problem? I would be happy to help
Stop communicating with your mouse. Nobody understands you.
Sorry about that... Would do better in my upcoming videos
@@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.
Yeah Please speak with your real voice , cant be worse than this Artificial voices which is annoying
not for me
What do you mean