Quick Tip: Fixing bake issues for low poly meshes

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  • Опубликовано: 28 авг 2024
  • Hello hello,
    Just a quick little tip about avoiding some bake issues. We all get them, and we'll probably continue to get them until our final days, so in this video I check off some of the more bizarre problems that no manner of re-baking can change. And also show you how you can fix pretty much any bake issue with the power of your own paint brush.
    I'm using 3d Coat for this demonstration, but a lot of the issues are pretty universal with other products, like Xnormal or even Substance Painter.
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Комментарии • 13

  • @3DCoatTrainingChannel
    @3DCoatTrainingChannel 5 лет назад +1

    I find I get better baking results if I push both cages out a bit, beyond the visual inspection part. In other words, eyeball it when adjusting the cages, to avoid penetration, but nudge it a bit beyond that.

    • @vjanomolee
      @vjanomolee 4 года назад

      What do you mean exactly? nudge the outer cage to be bigger than expected? I keep running into baking issues, know of any normal/displacement baking videos for 3D coat?

  • @Bombastrelopas
    @Bombastrelopas 5 лет назад +2

    Great video! Regarding the edge loop-adding solution couldn't you just delete them after the bake is done and went correctly? Or it would create other problems down the line.

    • @PolyToots
      @PolyToots  5 лет назад +1

      You can, and I forgot to mention that. You may see a slight shift in the texture when removing edges like that, and this is due to the triangulation of the faces, but 99% of the time the shift is not even noticeable.

  • @ZsoltSulyok
    @ZsoltSulyok 4 года назад

    Osom! Nice explanation!

  • @namesurname624
    @namesurname624 5 лет назад +1

    I just explode the mesh and bake each piece separately. Recently made crystals exactly the same way

    • @Wolferey
      @Wolferey 5 лет назад +1

      Same here, much easier to separate them for a clean bake. Not used 3D Coat, but in Marmoset you can just add multiple bakers and put in your separate parts in high and low, and also use separate cages for each baker and paint skews.
      In Substance Painter you can also split it with the _high and _low suffixes and also use a custom cage. Really easy :D

    • @uvbakesandbeyond7049
      @uvbakesandbeyond7049 4 года назад

      @@Wolferey Essentially I do this in blender but terrible seams where normal maps meet? Any solution? :(
      imgur.com/a/mL4i8Ly

  • @medamineselmi5534
    @medamineselmi5534 5 лет назад

    Great videos , can you make a black hole using unity shader graph ?

    • @PolyToots
      @PolyToots  5 лет назад

      I'm not sure how to do refraction in shader graph, maybe it's not possible yet, or maybe I need to try harder. Depending on what sort of black hole you're after of course, presumably you'd want something that distorts? Or maybe you'd prefer a particle system approach?

    • @medamineselmi5534
      @medamineselmi5534 5 лет назад

      @@PolyToots yes i would like a distortion effect but if you can't then a particle system approach will be fine ,i want in LWRP so nothing to fancy any way thanks in advance

    • @PolyToots
      @PolyToots  5 лет назад +1

      I'll add it to my list for sure. Black holes are a hot topic right now!

    • @medamineselmi5534
      @medamineselmi5534 5 лет назад

      @@PolyToots very grateful for that