04- Baking Using Substance Painter- Part 01

Поделиться
HTML-код
  • Опубликовано: 24 авг 2024

Комментарии • 29

  • @Trait74
    @Trait74 3 года назад +6

    So many tutorials and none of them mentioned the Edge Bleeding UV part. Tutorial was a life saver!

  • @CHAXIC1
    @CHAXIC1 Год назад +1

    Finally an in depth video that actually takes time to explain the ins and outs of why these issues happen. Thank you!

  • @yahankoinahi2690
    @yahankoinahi2690 3 года назад +15

    This is Exactly what I was looking for, You really went in-depth. Not like others who tells you do stuff without explaining what it does.
    Thanks alot, Great work!!

    • @claudiusdsouza
      @claudiusdsouza  3 года назад +3

      haha ikr, i went through the same difficulty :)

  • @legice
    @legice Год назад +1

    damn, actually somebody that EXPLAINS a problem and the solution as well! This is exactly what everybody should use! =)

  • @jiefeihe3829
    @jiefeihe3829 4 года назад +20

    finally find a tutorial talks About baking in depth. and it is free! amazing videos I'm very appreciate your explanations and efforts. it helps me a lot. Thank you! 😘

    • @claudiusdsouza
      @claudiusdsouza  3 года назад +3

      Thank you very much :)
      Im glad it was useful

  • @Gabo_Gatchava
    @Gabo_Gatchava 2 месяца назад

    great video, I am baking for first time and encountered every single problem you showed here. I solved almost all of them by myself struggling and trying every combination and I ended up thinking to combine maps? but I was skeptical about that, in my mind there should have been some figured out proper way to bake in one go. but after watching this video I have greater understanding how things work and why those artifacts appear, now I am confident to combine two maps. I did it and my normal map looking goooood, thank u very very much

  • @GarabatoOFICIAL
    @GarabatoOFICIAL 2 года назад +4

    Amazing tutorial, a lot of information and depth. Good job

  • @brahimkhalilkaak6230
    @brahimkhalilkaak6230 3 года назад +11

    U can also add resolution to the the low poly when baking to fix the skewing

    • @redsnow936
      @redsnow936 3 года назад +4

      ye thats right! just use some support edge loops, or tesselate ur low poly before baking. once bake is done just remove those loops/tesselation and apply ur normal map and its fit very nicely

    • @Trait74
      @Trait74 3 года назад

      Can you guys link me a tutorial for this?

  • @numbnutsszz
    @numbnutsszz 3 года назад +2

    Extremely well explained, thank you

  • @leolee2401
    @leolee2401 3 года назад +1

    It was exactly I wanted to figure out!! Thanks soooo much I love you

  • @3depthz868
    @3depthz868 9 месяцев назад

    5:34 "iNdUsTrY StAndArd" 😂

  • @Yacine3Dz
    @Yacine3Dz 3 года назад +2

    Thank you so much for this video

  • @artbybruno1734
    @artbybruno1734 3 года назад +1

    Great video man. Thanks for all of that!

  • @rustey222
    @rustey222 3 года назад +2

    Well explained

  • @sanketvaria9734
    @sanketvaria9734 Год назад

    So the simplet solution to the warped problem is to just not make a crazy high res object. If you do then just add some low poly extrusion so that it can have a depth hence avoiding the warping issue all together and only deal with edge. Now suppose let's say we still want to do this for a distant or small object for a game then we can sacrifice the edges because they won't be that much visible in that scenario.

  • @user-pr7qq5sq5y
    @user-pr7qq5sq5y 2 года назад

    Great work m8!

  • @ben28messi10
    @ben28messi10 2 года назад

    Instead we can use the cage option and get clean projection

  • @aliakdogan9426
    @aliakdogan9426 2 года назад

    thank you

  • @armanchahal1
    @armanchahal1 3 года назад

    Thanks 😊

  • @anti_blu
    @anti_blu 2 года назад

    Okay this tutorial makes sense, and explains a lot. But is there also a way to get rid of the edgebleeding without seperating each face to a single uv shell?

    • @AlexTsekot
      @AlexTsekot 2 года назад +1

      it depends on the angle of the face, the closer you get to 90 degrees the more bleeding you will see. Either you create a UV split, add a single chamfer, or decrease the angle.

  • @DragonSteel90
    @DragonSteel90 3 года назад

    Thanks!

  • @jefm32
    @jefm32 2 года назад

    Its just easier just to buy marmoset

  • @kazan747
    @kazan747 3 года назад

    So how the fuck to fix it? Just combine two normals and cut off issue areas?

  • @powercen764
    @powercen764 2 года назад

    thank you