Transfer HIGH POLY details to LOW POLY object in Blender

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  • Опубликовано: 24 дек 2024

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  • @Dapper_the_slapper
    @Dapper_the_slapper Год назад +338

    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.

  • @Grizzermacht
    @Grizzermacht Год назад +387

    Sad that the Starfield devs didn't see this video before release.

    • @RadiantMantra
      @RadiantMantra Год назад +17

      The AutoCAD sandwich still gets me

    • @Xbredl0
      @Xbredl0 Год назад +4

      @@RadiantMantra what do you mean with AutoCAD swandich, is it mean what i thought?, like model made in AutoCAD?

    • @bogdanborcea9788
      @bogdanborcea9788 Год назад +3

      They don't have the engine for it.

    • @RadiantMantra
      @RadiantMantra Год назад +28

      @@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

    • @durt214
      @durt214 Год назад +16

      @@Xbredl0 The circulated image was fake and made after the game's release, but basically the sandwich had 70k faces.

  • @gamingneeded1902
    @gamingneeded1902 Год назад +183

    Render with a single sample, it makes no difference to use more but makes the bake instant

    • @ExtrymGamingLTU
      @ExtrymGamingLTU Год назад +4

      Hehe funny

    • @MangaGamified
      @MangaGamified Год назад +1

      New here. At which timeline?

    • @watchitdogs2280
      @watchitdogs2280 Год назад +6

      Doesn't matter timeline just stay at first frame and 1 sample and bake it'll work

    • @noyz-anything
      @noyz-anything 7 месяцев назад

      chat is this true

    • @nekkovia8660
      @nekkovia8660 6 месяцев назад +1

      @@noyz-anything I mean it worked for me and it's decent

  • @Shining4Dawn
    @Shining4Dawn Год назад +135

    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
      @farisazhari3583 Год назад +7

      nice idea! I'm new to blender, do you have a tutorial to do this?

    • @Shining4Dawn
      @Shining4Dawn Год назад +27

      @@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.

    • @farisazhari3583
      @farisazhari3583 Год назад +7

      @@Shining4Dawn I just saw the channel and I will follow it, thanks for the info bro

    • @Duhya
      @Duhya Год назад +10

      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.

    • @grayslimeguy8444
      @grayslimeguy8444 11 месяцев назад +1

      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)

  • @Maxwolford
    @Maxwolford Год назад +27

    Excellent! I feel much more confident after seeing how simple you made this process.

    • @bigtprime
      @bigtprime Год назад

      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.

  • @noahbeyer7421
    @noahbeyer7421 7 месяцев назад +1

    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!

  • @BarrettSmithBB
    @BarrettSmithBB Год назад +63

    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.

    • @HEMASingh-b7m
      @HEMASingh-b7m Год назад +6

      Is it free?

    • @user-mu9tz1xc6n
      @user-mu9tz1xc6n Год назад

      @@HEMASingh-b7m completely open source add-on, it's on git-hub and downloadable from some other places as well.

    • @ThroneOfBhaal
      @ThroneOfBhaal Год назад

      Yes@@HEMASingh-b7m

    • @stealthygripen
      @stealthygripen 11 месяцев назад

      @@HEMASingh-b7m Yes, it’s made by RUclipsr Jayanam who also makes Blender tutorials.

    • @rajendrameena150
      @rajendrameena150 10 месяцев назад +3

      Yes, it is

  • @mrbcstewart
    @mrbcstewart 6 месяцев назад

    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)

  • @Hydr312
    @Hydr312 11 месяцев назад

    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.

  • @SewerTapes
    @SewerTapes 21 день назад +1

    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.

    • @fakiirification
      @fakiirification 12 дней назад +1

      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.

    • @SewerTapes
      @SewerTapes 12 дней назад

      @@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.

  • @bifrostyeti
    @bifrostyeti 4 месяца назад +1

    a year later and this video is still very helpful to me and others. thank you once again for creating this for us 🙏

  • @JoaoVSAguiar
    @JoaoVSAguiar Год назад +1

    You say BAKE with so much energy. Loved it, even tho I'm not into blender or 3d rendering.

  • @SLEEPING313
    @SLEEPING313 Год назад +10

    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

    • @3Dnot2D
      @3Dnot2D  Год назад +3

      I'm glad that you like it.

  • @vivekjha9597
    @vivekjha9597 Год назад

    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.

  • @AnnKamstra
    @AnnKamstra Год назад +1

    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!!

  • @sottozen
    @sottozen 8 месяцев назад

    Loved this tutorial very much! Thanks!

  • @GRUBBNSTUFF
    @GRUBBNSTUFF Год назад +1

    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!

  • @andreacrisante6575
    @andreacrisante6575 Год назад +1

    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.

  • @ThreeDCreateTutorials
    @ThreeDCreateTutorials Год назад +5

    This is very helpful this will work great on a full landscape from millions of polys down to a minimal amount thanks for sharing!

  • @najhonbanjon
    @najhonbanjon Год назад +3

    Good explanation THANKS

  • @Maxboun3204
    @Maxboun3204 10 месяцев назад

    man i was stuck on this topic for so long, just now because of you i understand it, thanks

  • @RomanPittroff
    @RomanPittroff Год назад +5

    I like this Video, particularly good explanation shows all the complete workflow without confusing things added on!

  • @Artistram3d1
    @Artistram3d1 Год назад

    Nemanja, I never knew you had a Blender channel, this is Exciting! I've always followed your Outstanding tutorials on Photoshop!

    • @3Dnot2D
      @3Dnot2D  Год назад

      I started this channel recently, because a lot of people requested Blender tutorials. And I can't do it on my Photoshop channel. 💪🏼😎

  • @giovafncreative
    @giovafncreative Год назад +22

    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🙂

  • @tanguybarbaray5362
    @tanguybarbaray5362 Год назад

    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.

  • @Brett3am
    @Brett3am Год назад +1

    Very clear and efficient process! Thank you!

  • @samuelsimango120
    @samuelsimango120 Год назад +1

    It was a really good lesson... I always render scenes with lot of polygons.... Thanks brow.

  • @dreddd7980
    @dreddd7980 Год назад

    Finally a tutorial that helped me bake the normals of my object thanks so much

  • @amirghalbarband3038
    @amirghalbarband3038 28 дней назад

    Thank you so much for this tutorial , Its helped a lot

  • @Meteotrance
    @Meteotrance 4 месяца назад

    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.

  • @madbeef.
    @madbeef. Год назад +2

    Using a decimal separator in the thumbnail makes it seem like your turning a really low poly model into a higher poly one!

  • @megapixeler
    @megapixeler Год назад +3

    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.

    • @mrbcstewart
      @mrbcstewart 6 месяцев назад

      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)

  • @pv8685
    @pv8685 2 месяца назад

    very good tutorial. and a very very important process, for making game assets.

  • @wulfaxe7661
    @wulfaxe7661 Год назад

    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

  • @Tutterzoid
    @Tutterzoid 2 месяца назад +1

    Awesome

  • @valdoryon
    @valdoryon Год назад

    Excellent video, couldn't be more clear, thank you!

  • @Jackson-bh1jw
    @Jackson-bh1jw Год назад

    he never deleted the high version and always covered the low one, gg genious.

  • @J_GAN8
    @J_GAN8 10 месяцев назад

    Just amazing, thank you so much !

  • @igorgilewicz1549
    @igorgilewicz1549 Год назад

    Just see this video in my youtube suggestions. Watched it and subscribe immediately. You making good explanation of things! Keep going!

  • @Gordius__1
    @Gordius__1 7 месяцев назад

    thanks for the time it took u to share, so usefull

  • @ArtyDc600
    @ArtyDc600 Год назад

    Superrrr video..very helpful .. was searching exactly this.. thanks a ton !!! 🔥🔥🔥🔥

  • @ravendaee
    @ravendaee Год назад

    Super useful tutorial, thank you !

  • @pedroc3948
    @pedroc3948 11 месяцев назад +1

    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.

  • @HaryanviChora-sq7tw
    @HaryanviChora-sq7tw 3 месяца назад

    Its very useful trick
    Thank you so much

  • @최건호-x8x
    @최건호-x8x 4 месяца назад

    thank you! it is so helpful for me

  • @xpmsplay
    @xpmsplay Год назад

    Great lesson. Thank you.

  • @needthistool
    @needthistool Год назад

    Really fantastic walkthrough. Thanks!

  • @liridoncani
    @liridoncani Год назад

    Thank you so much for the multires method.Something new I learnt today

  • @dertobbe1176
    @dertobbe1176 7 месяцев назад

    I live what you did here. Rly helpful

  • @Kuyuup
    @Kuyuup Год назад +1

    Such an important tip! Thanks for sharing you're amazing

  • @davestomper3428
    @davestomper3428 5 месяцев назад

    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?

  • @cuttie_patootie
    @cuttie_patootie Год назад

    Great video! Thank you 🫶🏻

  • @moonmooooonnn
    @moonmooooonnn Год назад

    Finally I understand about baking! Thank you so much!!!😭

  • @callumharper3281
    @callumharper3281 4 месяца назад

    Could you achieve the same result by baking a displacement map instead of a normal map?

  • @ContradictionDesign
    @ContradictionDesign Год назад

    Thanks! Very helpful. Good luck on your RUclips journey! It is quite the endeavor.

  • @drmarcioonida
    @drmarcioonida Год назад +1

    1:20 decimate
    1:40 remesh

  • @davidjade1921
    @davidjade1921 Год назад

    This tutorial helped me out a lot! Thank you!

  • @AlisonReidMe
    @AlisonReidMe Год назад

    Thank you, I'm glad you showed both methods. Excellent !! A very helpful video for a difficult concept.

    • @3Dnot2D
      @3Dnot2D  Год назад

      You're welcome 😊

  • @ahmetomercicek5848
    @ahmetomercicek5848 Год назад

    Thank's brother , it helped me .

  • @jungcave
    @jungcave 7 месяцев назад

    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 )))

  • @Byt3me21
    @Byt3me21 Год назад +1

    Thank you very much, this was a great lesson!

  • @kampkrieger
    @kampkrieger Год назад +1

    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.

  • @arminkhorsandipour
    @arminkhorsandipour Год назад +1

    Wow, That was helpful
    Thank you so much✨

  • @sofyamakingart
    @sofyamakingart Год назад

    Thank you for explaining it so well, so happy I found this tutorial!

  • @aramsavci483
    @aramsavci483 11 месяцев назад

    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 .

    • @3Dnot2D
      @3Dnot2D  10 месяцев назад

      The low poly is using the texture that is baked from a high poly model. We are making the texture here.

  • @Mohammad-t3m
    @Mohammad-t3m Год назад +3

    The Garten of banban devs played this video in reverse lol

  • @DeltaGaiya
    @DeltaGaiya Год назад

    Great video! Question, which Mac are you running for your work? OR just straight up how much memory do you have?

    • @3Dnot2D
      @3Dnot2D  Год назад +1

      Thanks. I'm using M1 Max MacBook Pro with 64 GB of RAM

  • @fabians7807
    @fabians7807 7 месяцев назад

    Is there a possibilty to automate this process of several manual steps or is there maybe a tool / addon doing this job?

  • @paulrmoss
    @paulrmoss 8 месяцев назад

    Super useful, thanks

  • @coinopanimator
    @coinopanimator 2 месяца назад

    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.

  • @Salvadorrius
    @Salvadorrius 2 месяца назад

    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

  • @jjjulien5380
    @jjjulien5380 Год назад

    Thank you, for the nice video! It helped me a lot.

  • @kmanL3G3N3D
    @kmanL3G3N3D Год назад

    Simple bake is a must have for Blender. It would help save time

    • @dertobbe1176
      @dertobbe1176 8 месяцев назад

      It probably could save time If there were an option in the remesh Systems

  • @kolper6799
    @kolper6799 Год назад +1

    We need to send this to that guy who made 70k polygon sandwitch in starfield.

  • @williammccormick3787
    @williammccormick3787 11 месяцев назад

    Thank you for this

  • @SayceBuckleyFreak
    @SayceBuckleyFreak Год назад

    i loved that HDRI lol ! do you know which one you used?

  • @ChadLorwick
    @ChadLorwick Год назад

    Texture baking is very important to learn.

  • @MegaRedsword1
    @MegaRedsword1 5 месяцев назад

    i have a question, there is no normals file under attributes on my side, what am i doing wrong?

  • @omiorahman6283
    @omiorahman6283 10 месяцев назад

    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

  • @dertobbe1176
    @dertobbe1176 8 месяцев назад

    Best guy for this. Ty

  • @taftphotography
    @taftphotography Год назад +1

    Very helpful Nemanja as usual

    • @3Dnot2D
      @3Dnot2D  Год назад

      I'm glad that you like it.

  • @JJforYoutube
    @JJforYoutube Год назад

    thank you i finally baked a normal map

  • @randomtask99
    @randomtask99 Год назад

    I couldn't get the first technique to work on Blender 3.6 but the multires modifier worked OK. Thanks.

  • @spartan1993
    @spartan1993 5 месяцев назад

    Is not necessary to use marmoset with this?

  • @CometCitrus
    @CometCitrus 29 дней назад

    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.

  • @eduardoADSL
    @eduardoADSL 3 месяца назад

    How do I transfer texture (colors) and normals?

  • @tetramera
    @tetramera Год назад +2

    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 :(

    • @sophie6744
      @sophie6744 Год назад

      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..

  • @Null_DreiAcht
    @Null_DreiAcht 11 месяцев назад

    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.

  • @famegame2148
    @famegame2148 5 месяцев назад

    Hi if you are r not getting good results don't forget to flip normal by going to edit mode and press shift+n

  • @YannHubert
    @YannHubert 5 месяцев назад

    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 :)

  • @mirkocozzi5036
    @mirkocozzi5036 2 месяца назад

    how to bake texture and all detail shading from high to low poly?

  • @satriadiutama7010
    @satriadiutama7010 Год назад

    i cant believe this channel only have 3k subs, i thought some 600k

    • @3Dnot2D
      @3Dnot2D  Год назад

      Thanks. Maybe one day 🙂

  • @starfoxdelta
    @starfoxdelta Год назад

    Does this work for character models as well, or would another method be needed?

  • @78amir.j
    @78amir.j Год назад

    There is another method using the displacement map instead of the normal map what is the difference and which method is superior ?!?

  • @feraspielt
    @feraspielt Год назад

    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

  • @joryo3d
    @joryo3d Год назад

    amazing!! thank you!!

  • @milanzeeman4454
    @milanzeeman4454 Год назад

    I could also just use quad remesher from exosuit?

  • @kekekepi
    @kekekepi 8 месяцев назад

    i needed this so badd

  • @fearfxsquared
    @fearfxsquared 10 месяцев назад

    I have 4 rocks, they are seperate objects sharing the same UV1. Can you still do this with multiple rocks selected?

  • @na_depressah
    @na_depressah Год назад +1

    Rock and stone?