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!!
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! 😘
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
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
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.
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?
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.
So many tutorials and none of them mentioned the Edge Bleeding UV part. Tutorial was a life saver!
Finally an in depth video that actually takes time to explain the ins and outs of why these issues happen. Thank you!
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!!
haha ikr, i went through the same difficulty :)
damn, actually somebody that EXPLAINS a problem and the solution as well! This is exactly what everybody should use! =)
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! 😘
Thank you very much :)
Im glad it was useful
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
Amazing tutorial, a lot of information and depth. Good job
U can also add resolution to the the low poly when baking to fix the skewing
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
Can you guys link me a tutorial for this?
Extremely well explained, thank you
It was exactly I wanted to figure out!! Thanks soooo much I love you
5:34 "iNdUsTrY StAndArd" 😂
Thank you so much for this video
Great video man. Thanks for all of that!
Well explained
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.
Great work m8!
Instead we can use the cage option and get clean projection
thank you
Thanks 😊
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?
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.
Thanks!
Its just easier just to buy marmoset
So how the fuck to fix it? Just combine two normals and cut off issue areas?
thank you