When creating your texture map for your normals bake, if you check the 32bit float box it will bake a 16bit normal map. It will be a more accurate representation of your high poly and have no artifacts. Very important if you are baking normal maps for objects that have very low roughness.
@@Xbredl0 it's a sandwich seemingly made in a CAD software, no joke. The bread is like 100 n-gons and the lettuce and ham are like 20,000 faces. It's so funny
I think you can also go backwards with this process, meaning you can make a low poly model, then add a multires modifier, use sculpting tools to add details and then bake the normal map to keep the model low poly.
@@farisazhari3583 Grant Abbit has a series of tutorials where he walks you through modeling a game-ready model of an axe. He makes a low-poly model, then duplicates it and increases the poly-count and adds detail with sculpting and then bakes the normal maps just as seen in this video.
This is super helpful for working quickly. But also i grew out of it because i found it easier to just work on a high poly and worry about simplifying later, as far as mental workload. Would prevent me from advancing on stuff because id just be thinking about how id low-high poly it, instead of simply adding as many details as i want.
i mean that makes sense but why would you want a higher poly count if you can replicate the look with low poly (this is coming from the stand point as a solo developer)
You will be less confident when you will apply it. The video has been made with a very simple object with not much cavity. Depending on what you intend to bake, you can encounter lot of additionnal difficulties.
I worked for 1.5 days to figure this out by using the cage method. I tried everything to get my realistic head sculpt to have detail, but this tutorial worked. For some reason the cage methods kept letting me down but this alternate way did not. Amazing work please keep it up!
There's an addon called "JBake" that essentially automates that whole process. If you plan on baking a lot of normals, it's a worthwhile addon to have.
That was extremely helpful! Based on mostly this tutorial, I've tried to make a step by step workflow for this. Thought I'd pass it along in case it is helpful to anyone. If anything is wrong, please reply to the comment with the correction. Recipe for Baking detail from High Poly to Low Poly Mesh: (HTab = Horizontal Tabs across top left of Blender) (VTab = Vertical Tabs in bottom right panel of HTab-Layout in Blender) 1.HTab_layout - Copy High Poly and rename like … Mesh_High and Mesh_Low a.Shift-D to duplicate, Right click to cancel motion (so they exist in the same space) 2.Turn on Statistics overlay (top right icon, Hollow Sphere hanging from Solid Sphere) 3.Make the Low Poly model, well…. Low Poly… (reduce geometry) a.Option 1: VTab_Modifier(wrench) - Use Decimate Modifier i.Lower Ratio to See affect ii.Remove without applying (since we are using Remesh instead) b.Option 2: VTab_Data(three connected dots) - i.Still in Object Mode, change to Wireframe to see the faces that make-up the Mesh ii.Remesh_Section (Note: There is also a Remesh Modifier that does the same thing) 1.Set Voxel Size to get less faces 2.Press Voxel Remesh button … note Face difference iii.Normals_Section- check that Auto Smooth is off on High and Low Poly c.I ended up using a combination of Decimate, both UnSubdivide, and Collapse, as well as ReMesh 4.HTab_UV-Editing - Smart unwrap the Low Poly a.A Key(select all)… U Key->Choose Smart Unwrap (S Key) b.Set margin to .02m (then press OK) c.At this point, you could save your UV Map for use later… Left Viewport, Viewport Menu Ribbon -> UV ->Export UV Layout (pick a location in your project, and save) 5.HTab_Layout - Split Screen (or you could just do this in HTab_Shading) a.Switch left viewport to Node editor 6.Shade Smooth on High and Low poly meshes (right click in Viewport) 7.Make sure that both High and Low Poly models are in the same position in space (right on top of each other, intersecting vertices) 8.Two options, MultiRes or Not-MultiRes a.If MultiRes…. i.Hide the High Poly Mesh (eyeball icon in the Object Heirarchy) ii.VTab_Modifier - Add MultiResolution Modifier 1.In the modifier details, Subdivision_Section, Press “Subdivide” button until Low Poly Mesh look like the High Poly Mesh 2.Change “Level Viewport value to 0 9.VTab_Modifier - Add Shrink-wrap Modifier to Low Poly … target the High and Apply 10.Create New Material on Low Poly mesh 11.Create image texture node and normal map node in Node editor and wire to BSDF 12.On Image Node, create New “map image” on image texture (set width and height) sRGB -> Non-Color (unless Diffuse) 13.VTab_Render - a.Change to Cycles Engine and switch to GPU if you have one b.Sampling Section - Change “Max Samples” to 128 c.Bake Section i.Switch Bake Type to Normal (Diffuse, etc depending on what kind of image map you want to Bake) 1.Note, if Baking Diffuse, if you only want color, turn off Direct and Indirect (unless you also want to capture the lighting) ii.If NOT MultiRes, click Checkbox for “Selected to Active” 1.Three options for specifying the baking area/constraint (Oven)… 1. Cage, 2, Extrusion, 3. Max Ray Distance (tutorial uses #2) a.If Cage (Surrounds bake source and target to constrain render area for logic of the bake to operate) i.Duplicate Low Poly for use as Cage… make bigger than both other meshes (rename this copy to Mesh_Cage) ii.Checkbox - Cage option iii.Use Eyedropper to choose duplicated low poly mesh that you are using as the cage b.If Extrusion just set value to something like .5 m c.If Max Ray Distance just set value d.Note: Normal map that is generated should only be on the purple/pink spectrum, otherwise, adjust Extrusion amount, Max Ray Distance, or Cage size and rebake 2.Unhide Both Meshes if hidden 3.Make sure that the Image Node that is the baking target is selected in the Low Poly Material 4.In Object Hierarchy, Select High Poly, then CNTL-Select Low Poly iii.If MultiRes, click Checkbox for “Bake from Multires” iv.Double check settings … click Bake 14.Shading Tab - Image Panel, preview Normal image 15.Hide High Poly to see Baked Low Poly 16.Play with HDRI and BSDF shader (see tutorial) to compare meshes 17.If you used MultiRes modifier, now that you are satisfied with the bake, go ahead and apply this modifier 18.Save the baked image to disk. HTab_Shading - Lower Left Image Preview Panel - hamburger Menu -> Image -> Save As… a.In the Node Editor - Image Node - Click on the Folder icon and point it to your saved image 19.Repeat baking steps (from 10 above) for each image type that you want to bake from High to Low, usually at least Normal, Diffuse(for Base Color)
I started replicating my house but quickly found out all the fluted and beveled trim uses tons of my underpowered memory. I don't need it to look perfect, but I also didn't want to leave it flat because of limitations. I think this just showed me how to leave the geometry flat and cheat the look of light hitting bevels. Thank you.
if modeling a simple structure like a house is taxing your RAM, you should probably look into an upgrade. RAM is dirt cheap if your PC is on the older side. I put 64 gigs in mine for like 150 bucks.
@@fakiirification A lot of it is me needing to be careful about frivolous geometry. I still need to try going back to replace tons of duplicates with instances instead, since I didn't know the difference when I last worked on it. I could purge a lot of unused textures too. But yeah, I should have got a desktop PC when I upgraded, but this little gaming laptop is worlds better than the glorified tablet I had before, LOL.
Thanks 🤣🙏 I tried every tutorial and it was always doing smth weird or they were not explaining well or too fast but you explained this thing so easily and clearly
I've been learning blender for about 6 months. It's amazing in many ways compared to fusion 360. Guys like you make every little tip so easy to understand. Thank you.
This is amazing! I've been trying to find a more streamlined process to go from high poly to a model that can actually be used in maya to create large scenes and this is beyond helpful. Thanks!!
Finally someone who goes straight to the point! Amazing explanation about Blender bake on youtube, surely the best one. I don't like the way you unwrapp (because for sure you can do it better) but anyway nice choise, you made it simple things pretty hard to understand. Thank you.
Thank you! The decimate modifier is so good! I made a bunch of rocks to use as a landscape decoration in my game, but they were around 10k triangles, now it's 500 triangles and they still look good🙂
You resolved my issue with a fast video because other youtuber show plugin or other method, but this two method was fast and precise, so thanks. Ho, and now you are one French follower.
Even better if your asset is use as a particule or an object size smaller than a pebble you can reduce the texture texel resolution from 256X256 or even 512X512 no one notice the lack of resoltion, as a kit bashing asset spread with geometry node or with a particule generator even with a 4K render, it's also the key to make LOD optimisation on game engine.
One way to make this video extra useful (specially to newbies) is to explain a little more what you are doing and why, and not just explain how to do it.
I found it really useful (as an intermediate Blender user) that you kept this as short as possible and explained the concise methods of getting it done. BlenderGuru is awesome if you want a full explanation of the why's (see Anvil tutorial)
this tut would have helped me so much back in february when i started doing things with normals hahaha, all tutorials were a bit convoluted, and i couldn't understand them very well, but i eventually figured things out
I'm burning my brain trying to understand the relation between "Max Ray Distance" and "Extrusion" options. All tutorials just give you a number, so I guess nobody knows how it works exactly.
Hey Thanks for the information man this is super good to know Is this something you would use for like hard surface modeling or is it primarily used for Organic models?
for some of you who will bake diffuse color from high poly mesh to simple 2d plane for texture atlas - dont forget in ouliner to turn off all render icons of the rest unbackable objects, because it may collide with your baked map )))
you can tell which is which. Look at the edges (transition to background) the low poly version has uglier more clunky edges. This is important, that is how you know how far you can go with this. You example is still high poly enough that it does not become apparent enough to be a problem.
Thanks for the helpful video. So if i understand it right , the low poly mesh just uses a image texture ( so it doesnt really have the real textures) but looks the same and doesnt use as much faces / triangles as the high poly one .
Does a normal map also carve into a mesh or just add textures. Im just starting but Eveytime a bake in blender the normal maps only render what is over the base mesh or put is another way it only shows the mountains albut not the valleys. Im going to try displacemnt maps and see of that works.
I have done exactly what you are showing in the video, but my baked normal map is just empty. Is there something that I could have done wrong? I can see the progress bar, but the map at the end is just an empty blue normal map. Thanks a lot
suppose i want to paint the rock do i paint the high poly and just transfer the color using normal maps or do i have to add another color image for the low poly and uv unwrap both high and low poly mesh
How is anyone supposed to figure anything out in Blender without tutorials? Imagine how screwed the world would be if everyone's knowledge on Blender was deleted.
I tried this weeks ago and tried it again today, using 3.6 currently and still can't get it to work. My normal map just comes out white with no details. I just have a character base mesh with manual topology for the low poly :(
Can I make a normal map from a collection instead of one object ? I've made a 3D model for a game and I want to bake a normal map to gave it a smoother look. But I couldn't build my object as one mesh. Instead, it's 7 meshes clipping together to form one object.
Hy, very great tuto (i just begin with photogrammetry). Your solution is very helpful but how to export this amazing rendering in glb or obj format ? Thank you for your answer :)
This is the first tutorial which I understand with first try xD thanks! as my model has 20 million polygons, I still wait for the result^^ Hope it worked Can I display the baked texture in texture painting or vertex paint, so I could for example paint dino scales scale for scale in different colours? I have another question: in sculpting my model mirror is not 100% the same... Normaly I model the clay on the right side with X mirror... But the left side (the mirrord side) isnt exat the same.. its like you modeling the right side with 100% strengh and the left side just with 90% strengh. Do you know why this happens? its with every model i made
When creating your texture map for your normals bake, if you check the 32bit float box it will bake a 16bit normal map. It will be a more accurate representation of your high poly and have no artifacts. Very important if you are baking normal maps for objects that have very low roughness.
Sad that the Starfield devs didn't see this video before release.
The AutoCAD sandwich still gets me
@@RadiantMantra what do you mean with AutoCAD swandich, is it mean what i thought?, like model made in AutoCAD?
They don't have the engine for it.
@@Xbredl0 it's a sandwich seemingly made in a CAD software, no joke. The bread is like 100 n-gons and the lettuce and ham are like 20,000 faces. It's so funny
@@Xbredl0 The circulated image was fake and made after the game's release, but basically the sandwich had 70k faces.
Render with a single sample, it makes no difference to use more but makes the bake instant
Hehe funny
New here. At which timeline?
Doesn't matter timeline just stay at first frame and 1 sample and bake it'll work
chat is this true
@@noyz-anything I mean it worked for me and it's decent
I think you can also go backwards with this process, meaning you can make a low poly model, then add a multires modifier, use sculpting tools to add details and then bake the normal map to keep the model low poly.
nice idea! I'm new to blender, do you have a tutorial to do this?
@@farisazhari3583 Grant Abbit has a series of tutorials where he walks you through modeling a game-ready model of an axe. He makes a low-poly model, then duplicates it and increases the poly-count and adds detail with sculpting and then bakes the normal maps just as seen in this video.
@@Shining4Dawn I just saw the channel and I will follow it, thanks for the info bro
This is super helpful for working quickly. But also i grew out of it because i found it easier to just work on a high poly and worry about simplifying later, as far as mental workload. Would prevent me from advancing on stuff because id just be thinking about how id low-high poly it, instead of simply adding as many details as i want.
i mean that makes sense but why would you want a higher poly count if you can replicate the look with low poly (this is coming from the stand point as a solo developer)
Excellent! I feel much more confident after seeing how simple you made this process.
You will be less confident when you will apply it.
The video has been made with a very simple object with not much cavity. Depending on what you intend to bake, you can encounter lot of additionnal difficulties.
I worked for 1.5 days to figure this out by using the cage method. I tried everything to get my realistic head sculpt to have detail, but this tutorial worked. For some reason the cage methods kept letting me down but this alternate way did not. Amazing work please keep it up!
There's an addon called "JBake" that essentially automates that whole process. If you plan on baking a lot of normals, it's a worthwhile addon to have.
Is it free?
@@HEMASingh-b7m completely open source add-on, it's on git-hub and downloadable from some other places as well.
Yes@@HEMASingh-b7m
@@HEMASingh-b7m Yes, it’s made by RUclipsr Jayanam who also makes Blender tutorials.
Yes, it is
That was extremely helpful! Based on mostly this tutorial, I've tried to make a step by step workflow for this. Thought I'd pass it along in case it is helpful to anyone. If anything is wrong, please reply to the comment with the correction.
Recipe for Baking detail from High Poly to Low Poly Mesh:
(HTab = Horizontal Tabs across top left of Blender)
(VTab = Vertical Tabs in bottom right panel of HTab-Layout in Blender)
1.HTab_layout - Copy High Poly and rename like … Mesh_High and Mesh_Low
a.Shift-D to duplicate, Right click to cancel motion (so they exist in the same space)
2.Turn on Statistics overlay (top right icon, Hollow Sphere hanging from Solid Sphere)
3.Make the Low Poly model, well…. Low Poly… (reduce geometry)
a.Option 1: VTab_Modifier(wrench) - Use Decimate Modifier
i.Lower Ratio to See affect
ii.Remove without applying (since we are using Remesh instead)
b.Option 2: VTab_Data(three connected dots) -
i.Still in Object Mode, change to Wireframe to see the faces that make-up the Mesh
ii.Remesh_Section (Note: There is also a Remesh Modifier that does the same thing)
1.Set Voxel Size to get less faces
2.Press Voxel Remesh button … note Face difference
iii.Normals_Section- check that Auto Smooth is off on High and Low Poly
c.I ended up using a combination of Decimate, both UnSubdivide, and Collapse, as well as ReMesh
4.HTab_UV-Editing - Smart unwrap the Low Poly
a.A Key(select all)… U Key->Choose Smart Unwrap (S Key)
b.Set margin to .02m (then press OK)
c.At this point, you could save your UV Map for use later… Left Viewport, Viewport Menu Ribbon -> UV ->Export UV Layout (pick a location in your project, and save)
5.HTab_Layout - Split Screen (or you could just do this in HTab_Shading)
a.Switch left viewport to Node editor
6.Shade Smooth on High and Low poly meshes (right click in Viewport)
7.Make sure that both High and Low Poly models are in the same position in space (right on top of each other, intersecting vertices)
8.Two options, MultiRes or Not-MultiRes
a.If MultiRes….
i.Hide the High Poly Mesh (eyeball icon in the Object Heirarchy)
ii.VTab_Modifier - Add MultiResolution Modifier
1.In the modifier details, Subdivision_Section, Press “Subdivide” button until Low Poly Mesh look like the High Poly Mesh
2.Change “Level Viewport value to 0
9.VTab_Modifier - Add Shrink-wrap Modifier to Low Poly … target the High and Apply
10.Create New Material on Low Poly mesh
11.Create image texture node and normal map node in Node editor and wire to BSDF
12.On Image Node, create New “map image” on image texture (set width and height) sRGB -> Non-Color (unless Diffuse)
13.VTab_Render -
a.Change to Cycles Engine and switch to GPU if you have one
b.Sampling Section - Change “Max Samples” to 128
c.Bake Section
i.Switch Bake Type to Normal (Diffuse, etc depending on what kind of image map you want to Bake)
1.Note, if Baking Diffuse, if you only want color, turn off Direct and Indirect (unless you also want to capture the lighting)
ii.If NOT MultiRes, click Checkbox for “Selected to Active”
1.Three options for specifying the baking area/constraint (Oven)… 1. Cage, 2, Extrusion, 3. Max Ray Distance (tutorial uses #2)
a.If Cage (Surrounds bake source and target to constrain render area for logic of the bake to operate)
i.Duplicate Low Poly for use as Cage… make bigger than both other meshes (rename this copy to Mesh_Cage)
ii.Checkbox - Cage option
iii.Use Eyedropper to choose duplicated low poly mesh that you are using as the cage
b.If Extrusion just set value to something like .5 m
c.If Max Ray Distance just set value
d.Note: Normal map that is generated should only be on the purple/pink spectrum, otherwise, adjust Extrusion amount, Max Ray Distance, or Cage size and rebake
2.Unhide Both Meshes if hidden
3.Make sure that the Image Node that is the baking target is selected in the Low Poly Material
4.In Object Hierarchy, Select High Poly, then CNTL-Select Low Poly
iii.If MultiRes, click Checkbox for “Bake from Multires”
iv.Double check settings … click Bake
14.Shading Tab - Image Panel, preview Normal image
15.Hide High Poly to see Baked Low Poly
16.Play with HDRI and BSDF shader (see tutorial) to compare meshes
17.If you used MultiRes modifier, now that you are satisfied with the bake, go ahead and apply this modifier
18.Save the baked image to disk. HTab_Shading - Lower Left Image Preview Panel - hamburger Menu -> Image -> Save As…
a.In the Node Editor - Image Node - Click on the Folder icon and point it to your saved image
19.Repeat baking steps (from 10 above) for each image type that you want to bake from High to Low, usually at least Normal, Diffuse(for Base Color)
0:00 left high poly and right low poly. You can see it in the silhouette. The left one has way more structure/smooth the right one has harder egges.
I started replicating my house but quickly found out all the fluted and beveled trim uses tons of my underpowered memory. I don't need it to look perfect, but I also didn't want to leave it flat because of limitations. I think this just showed me how to leave the geometry flat and cheat the look of light hitting bevels. Thank you.
if modeling a simple structure like a house is taxing your RAM, you should probably look into an upgrade. RAM is dirt cheap if your PC is on the older side. I put 64 gigs in mine for like 150 bucks.
@@fakiirification
A lot of it is me needing to be careful about frivolous geometry. I still need to try going back to replace tons of duplicates with instances instead, since I didn't know the difference when I last worked on it. I could purge a lot of unused textures too. But yeah, I should have got a desktop PC when I upgraded, but this little gaming laptop is worlds better than the glorified tablet I had before, LOL.
a year later and this video is still very helpful to me and others. thank you once again for creating this for us 🙏
You say BAKE with so much energy. Loved it, even tho I'm not into blender or 3d rendering.
Thanks 🤣🙏 I tried every tutorial and it was always doing smth weird or they were not explaining well or too fast but you explained this thing so easily and clearly
I'm glad that you like it.
I've been learning blender for about 6 months. It's amazing in many ways compared to fusion 360. Guys like you make every little tip so easy to understand. Thank you.
This is amazing! I've been trying to find a more streamlined process to go from high poly to a model that can actually be used in maya to create large scenes and this is beyond helpful. Thanks!!
Loved this tutorial very much! Thanks!
I'm working on a tree for project of mine and I got it from 8 million faces down to 996!!! Thank you for sharing your knowledge!
Finally someone who goes straight to the point! Amazing explanation about Blender bake on youtube, surely the best one. I don't like the way you unwrapp (because for sure you can do it better) but anyway nice choise, you made it simple things pretty hard to understand. Thank you.
This is very helpful this will work great on a full landscape from millions of polys down to a minimal amount thanks for sharing!
Good explanation THANKS
man i was stuck on this topic for so long, just now because of you i understand it, thanks
I like this Video, particularly good explanation shows all the complete workflow without confusing things added on!
Nemanja, I never knew you had a Blender channel, this is Exciting! I've always followed your Outstanding tutorials on Photoshop!
I started this channel recently, because a lot of people requested Blender tutorials. And I can't do it on my Photoshop channel. 💪🏼😎
Thank you! The decimate modifier is so good! I made a bunch of rocks to use as a landscape decoration in my game, but they were around 10k triangles, now it's 500 triangles and they still look good🙂
You resolved my issue with a fast video because other youtuber show plugin or other method, but this two method was fast and precise, so thanks. Ho, and now you are one French follower.
Very clear and efficient process! Thank you!
It was a really good lesson... I always render scenes with lot of polygons.... Thanks brow.
Finally a tutorial that helped me bake the normals of my object thanks so much
Thank you so much for this tutorial , Its helped a lot
Even better if your asset is use as a particule or an object size smaller than a pebble you can reduce the texture texel resolution from 256X256 or even 512X512 no one notice the lack of resoltion, as a kit bashing asset spread with geometry node or with a particule generator even with a 4K render, it's also the key to make LOD optimisation on game engine.
Using a decimal separator in the thumbnail makes it seem like your turning a really low poly model into a higher poly one!
One way to make this video extra useful (specially to newbies) is to explain a little more what you are doing and why, and not just explain how to do it.
I found it really useful (as an intermediate Blender user) that you kept this as short as possible and explained the concise methods of getting it done. BlenderGuru is awesome if you want a full explanation of the why's (see Anvil tutorial)
very good tutorial. and a very very important process, for making game assets.
this tut would have helped me so much back in february when i started doing things with normals hahaha, all tutorials were a bit convoluted, and i couldn't understand them very well, but i eventually figured things out
Awesome
Excellent video, couldn't be more clear, thank you!
he never deleted the high version and always covered the low one, gg genious.
Just amazing, thank you so much !
Just see this video in my youtube suggestions. Watched it and subscribe immediately. You making good explanation of things! Keep going!
Thank you.
thanks for the time it took u to share, so usefull
Superrrr video..very helpful .. was searching exactly this.. thanks a ton !!! 🔥🔥🔥🔥
Super useful tutorial, thank you !
I'm burning my brain trying to understand the relation between "Max Ray Distance" and "Extrusion" options. All tutorials just give you a number, so I guess nobody knows how it works exactly.
Its very useful trick
Thank you so much
thank you! it is so helpful for me
Great lesson. Thank you.
Really fantastic walkthrough. Thanks!
Thank you so much for the multires method.Something new I learnt today
I live what you did here. Rly helpful
Such an important tip! Thanks for sharing you're amazing
Hey Thanks for the information man this is super good to know Is this something you would use for like hard surface modeling or is it primarily used for Organic models?
Great video! Thank you 🫶🏻
Finally I understand about baking! Thank you so much!!!😭
Could you achieve the same result by baking a displacement map instead of a normal map?
Thanks! Very helpful. Good luck on your RUclips journey! It is quite the endeavor.
1:20 decimate
1:40 remesh
This tutorial helped me out a lot! Thank you!
Thank you, I'm glad you showed both methods. Excellent !! A very helpful video for a difficult concept.
You're welcome 😊
Thank's brother , it helped me .
for some of you who will bake diffuse color from high poly mesh to simple 2d plane for texture atlas - dont forget in ouliner to turn off all render icons of the rest unbackable objects, because it may collide with your baked map )))
Thank you very much, this was a great lesson!
you can tell which is which. Look at the edges (transition to background) the low poly version has uglier more clunky edges. This is important, that is how you know how far you can go with this. You example is still high poly enough that it does not become apparent enough to be a problem.
Wow, That was helpful
Thank you so much✨
Thank you for explaining it so well, so happy I found this tutorial!
Thanks for the helpful video. So if i understand it right , the low poly mesh just uses a image texture ( so it doesnt really have the real textures) but looks the same and doesnt use as much faces / triangles as the high poly one .
The low poly is using the texture that is baked from a high poly model. We are making the texture here.
The Garten of banban devs played this video in reverse lol
Great video! Question, which Mac are you running for your work? OR just straight up how much memory do you have?
Thanks. I'm using M1 Max MacBook Pro with 64 GB of RAM
Is there a possibilty to automate this process of several manual steps or is there maybe a tool / addon doing this job?
Super useful, thanks
Does a normal map also carve into a mesh or just add textures. Im just starting but Eveytime a bake in blender the normal maps only render what is over the base mesh or put is another way it only shows the mountains albut not the valleys. Im going to try displacemnt maps and see of that works.
I have done exactly what you are showing in the video, but my baked normal map is just empty. Is there something that I could have done wrong? I can see the progress bar, but the map at the end is just an empty blue normal map. Thanks a lot
Thank you, for the nice video! It helped me a lot.
Simple bake is a must have for Blender. It would help save time
It probably could save time If there were an option in the remesh Systems
We need to send this to that guy who made 70k polygon sandwitch in starfield.
Thank you for this
i loved that HDRI lol ! do you know which one you used?
Texture baking is very important to learn.
i have a question, there is no normals file under attributes on my side, what am i doing wrong?
suppose i want to paint the rock do i paint the high poly and just transfer the color using normal maps or do i have to add another color image for the low poly and uv unwrap both high and low poly mesh
Best guy for this. Ty
Very helpful Nemanja as usual
I'm glad that you like it.
thank you i finally baked a normal map
I couldn't get the first technique to work on Blender 3.6 but the multires modifier worked OK. Thanks.
Is not necessary to use marmoset with this?
How is anyone supposed to figure anything out in Blender without tutorials? Imagine how screwed the world would be if everyone's knowledge on Blender was deleted.
How do I transfer texture (colors) and normals?
I tried this weeks ago and tried it again today, using 3.6 currently and still can't get it to work. My normal map just comes out white with no details. I just have a character base mesh with manual topology for the low poly :(
same! idk why but I do all the settings the same, but the normal map baking just keeps coming out blank or just straight weird..
Can I make a normal map from a collection instead of one object ? I've made a 3D model for a game and I want to bake a normal map to gave it a smoother look. But I couldn't build my object as one mesh. Instead, it's 7 meshes clipping together to form one object.
Hi if you are r not getting good results don't forget to flip normal by going to edit mode and press shift+n
Hy, very great tuto (i just begin with photogrammetry). Your solution is very helpful but how to export this amazing rendering in glb or obj format ?
Thank you for your answer :)
how to bake texture and all detail shading from high to low poly?
i cant believe this channel only have 3k subs, i thought some 600k
Thanks. Maybe one day 🙂
Does this work for character models as well, or would another method be needed?
There is another method using the displacement map instead of the normal map what is the difference and which method is superior ?!?
This is the first tutorial which I understand with first try xD
thanks!
as my model has 20 million polygons, I still wait for the result^^
Hope it worked
Can I display the baked texture in texture painting or vertex paint, so I could for example paint dino scales scale for scale in different colours?
I have another question:
in sculpting my model mirror is not 100% the same...
Normaly I model the clay on the right side with X mirror... But the left side (the mirrord side) isnt exat the same.. its like you modeling the right side with 100% strengh and the left side just with 90% strengh.
Do you know why this happens? its with every model i made
amazing!! thank you!!
I could also just use quad remesher from exosuit?
i needed this so badd
I have 4 rocks, they are seperate objects sharing the same UV1. Can you still do this with multiple rocks selected?
Rock and stone?