How to Transfer High poly details to Low poly object in Blender

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  • Опубликовано: 13 сен 2024
  • In this video, we are going to look at how to transfer high poly details to low poly objects in Blender and substance painter too. This is a well-known technique, especially in the gaming industry. It is known as 'normal baking' so you can also say that we are also going to bake perfect normals.
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Комментарии • 141

  • @comradeboris167
    @comradeboris167 Год назад +79

    I don't wanna be this guy but... Irl axe has a hole in it's head where the handle is supposed to go. Great work nontheless.

    • @bro-3d
      @bro-3d  Год назад +33

      🤣 you are the only guy in the world to notice that

    • @S9universe
      @S9universe 11 месяцев назад +1

      @@bro-3d it's a magic axe it does work lolol

    • @ReimaginedIndia_ByShreyansh
      @ReimaginedIndia_ByShreyansh 10 месяцев назад +1

      Need Groot's Hand for that

    • @Yvola
      @Yvola 6 месяцев назад

      Nah they just glue wood to top and bottom

    • @RottenSkull
      @RottenSkull Месяц назад

      @@bro-3d Nope. Anyone who ever held an axe in his hand or looked at one a bit closer noticed that. Big design flaw.

  • @nohotbeverages
    @nohotbeverages Год назад +37

    THANK YOU I have been trying to find a tutorial on how to do this for WEEKS but couldn't figure out the right things to Google to find what I was after. This is extremely straightforward and easy to follow!

  • @DJRussellBrian
    @DJRussellBrian Год назад +34

    you have a gift my friend.... Not many people know how to explain this very well and you broke it down like it was 3rd grade science class. Thank you for making this and making it easy to understand. I was always confused as to why exactly we would want to do this and now I understand it's really important if you're looking to save your cpu some computing power on rendering, or just trying to downsize the size of the file while keeping the same details to later put it in a game or something that involves low poly!

    • @bro-3d
      @bro-3d  Год назад +5

      I'm really pleased to know that 😎

  • @Anerus90
    @Anerus90 Год назад +14

    Thank you for this tutorial! Quick tip to everyone: make sure to Apply Scale before doing the UV Unwrap to both low and by poly. To do that, while in Object Mode, select your object and press Shift+A and type scale.

    • @bro-3d
      @bro-3d  Год назад +5

      It's Ctrl+A buddy. But thanks

  • @matslarsson5988
    @matslarsson5988 6 месяцев назад +3

    Most tutorials I've watched on the subject have totally missed out on the cage part. Didn't actually know how to use it so thanks a lot.

  • @DeepFriedGoblin
    @DeepFriedGoblin 10 месяцев назад +3

    This just saved my life, i spent all day today, trying to do something similar and you managed to explain it in less than 10 minutes, thanks you just made my workflow easier

    • @bro-3d
      @bro-3d  9 месяцев назад +1

      You're welcome!

  • @coolestardude
    @coolestardude Год назад +6

    DUDE THIS IS SO COOL. EVERYONE NEEDS TO KNOW HOW TO TURN SCULPTING INTO NORMAL MAPS

  • @ArtDemis98
    @ArtDemis98 7 месяцев назад +1

    Finally a short video that explain the entire process! Thank you

  • @Noboby-hk5xf
    @Noboby-hk5xf 4 месяца назад +1

    I had no idea that we could use Substance Painter to bake high poly to low poly. It was quite helpful.

  • @RedFi6h
    @RedFi6h Год назад +1

    Thank you so much, I've been searching a lot of places for information about baking, but you're the only one who made it clear:)

  • @3bears744
    @3bears744 4 месяца назад

    I just had to say, thank you for that great visual intro in the beginning on the steps in the process. Really helps me as a neurodiverse person!

  • @sphangman
    @sphangman Год назад +7

    This is the best video explanation I’ve seen of this. Great job. Clear , quick and concise.

  • @terraprint9183
    @terraprint9183 Год назад +4

    Great video! This is exactly what I was looking for! I'm making a game in roblox right now, but roblox has a fairly small maximum tri count of 10,000, which means models like trees can't get very detailed. This video helped me make everything look so much better, since I could get so much more detail!

  • @surajprakash3181
    @surajprakash3181 11 месяцев назад +2

    good to see quality content form Indian people, thanks for this tutorial, hope u make more detailed videos on other topics

  • @alenafraskova6903
    @alenafraskova6903 Год назад +3

    Thank you :D I was creating an anvil from Blender Guru and as his video is for older Blender version I got stuck at baking :D thanks for making it work :D I was furious yesterday when I didnt manage :D

    • @bro-3d
      @bro-3d  Год назад

      Yeah same happened to me also 🤣

    • @elixxer5364
      @elixxer5364 Год назад +1

      LOL I kinda had the same problem xD

  • @edgoor
    @edgoor Месяц назад

    Ох, индус, спасибо большое! Информативно и без лишней информации.

  • @Gaster0903
    @Gaster0903 11 месяцев назад +1

    THIS TUTORIAL HELPED MY MODEL I HAD TROUBLE WITH THE BAKING
    THANKS Bro 3D!!!! 😃😄❤❤😇🤗

  • @xtanpx
    @xtanpx Год назад

    Thank you! Simple yet detailed tutorial, straight to the point.

  • @Bassalicious
    @Bassalicious Год назад +2

    Exactly what I needed, very good tutorial. thanks!

  • @yonlaycabrera4431
    @yonlaycabrera4431 Год назад +1

    I always use Simple Bake to do thi, but I was wondering how difficult was with Vanilla Blender. It turns to be very easy. Thanks a lot for your clear explanation.

  • @millie2079
    @millie2079 8 месяцев назад

    Seriously the best, most informative and straight-to-the-point explanation of baking mesh maps for substance painter!
    One thing I must ask - are displacement maps created the same way?
    Thanks

  • @luizmarques5907
    @luizmarques5907 6 месяцев назад

    THANK YOU SO MUCH, great tutorial man, simple to uderstand and at the right pace, keep it up bro 👊

  • @rojcc4258
    @rojcc4258 Год назад +2

    It was very useful, may God bless you

  • @arieffatur3924
    @arieffatur3924 5 месяцев назад +1

    thanks, very simple tutorial but can help me a lot

  • @ScientObject40
    @ScientObject40 6 месяцев назад

    This will be very helpful for my current project, thank you.

  • @nuvisor9976
    @nuvisor9976 Год назад +1

    TYSM IT HELPED ME SO MUCHHH

  • @5th_Vertex
    @5th_Vertex Год назад +1

    Thank you!

  • @JRichardGaming
    @JRichardGaming Год назад +2

    Origin point to geometry for both. Shift S snap to 3D cursor

  • @Enolavisten
    @Enolavisten Год назад +1

    Hey, really appreciate you and the work you do. Subscribed!

  • @keithtam8859
    @keithtam8859 Год назад +1

    great tutorial, thank you sir!

  • @jackcleveland1175
    @jackcleveland1175 Год назад +1

    This was really helpful! Thank you.

  • @jasonh7554
    @jasonh7554 Год назад +1

    Great tutorial thanks.

  • @cerealfede
    @cerealfede Год назад +1

    thank you very much baking guru

  • @stylie473joker5
    @stylie473joker5 9 месяцев назад

    Works like a charm thank you so much my friend

  • @flying_redkite
    @flying_redkite Год назад +2

    I didn't think blender was able to do this 😮
    Do you see any difference comparing to substance painter ?

  • @marqusee
    @marqusee Год назад +1

    Thanks bud!

  • @georgeluna6217
    @georgeluna6217 9 месяцев назад +1

    Great tutorial! Do I need to UV unwrap the High Poly Model in order to loaded in Substance?

  • @christophersolesbee
    @christophersolesbee Год назад +4

    I don't understand. I've done this step my step like 5 times. Recreated my entire project each time. When I bake, I get a beautiful normals map of my axe head I made, but when I go to map the objects to apply it to my low poly, the low poly doesn't change
    omg... literally two seconds later I figure it out...
    If anyone else has this issue, you also have to select the 3rd "viewport shading" option in the main window (top right). Then it shows the applied changes to the low poly.

    • @jasonbowman9521
      @jasonbowman9521 Год назад +1

      I stopped chasing my own tail in these endless loops. I've never found a solution for baking or to export nodes. Nodes do not hold when exported as obj, fbx or collada .dae. They look pretty but unless it's a hard geometry type node that can convert to mesh, baking and nodes are pointless and if an insider knows, they are not sharing. That's their money you are messin' with. So what I do is only use Blender 3.3's built in material inputs. Anything in the material inputs holds on export . It's basically the sliders, numbers or images you can apply there in the materials tab. I use gimp to paint some areas and I hand paint others using texture paint. I can also paint on most texture images. You just have to be careful when going between gimp or painting in Blender because I once got confused and overwritten the wrong one that needed to be saved updated. For topology I keep a single vertice linked to my model because I like to see the face planes in real time on my model and the new layer of the model I am making. I make one material green and the other blue to see the new covering easily. It can get tedious and I don't use snapping but it works for me to make a low poly model after sculpting ect. I try to keep my face planes large enough so I can unwrap individual ones if needed to or I repaint certain things that stay to odd looking.I'm now into my creative process having graduated Blender as best as I can but I can't afford easy breezy add ons, I'm not smart on baking or nodes but I'm already making my first worlds for my graphic novel. I found a set of tools that works for me. According to my oldest brother I'm the village idiot but oh well.

    • @amk254
      @amk254 4 месяца назад

      Oh my god you're a life saver i appreciate this more than you could ever think i thought i was gonna be stuck here for the rest of time but you've managed to solve my problem i love you man holy thanks so much

  • @lebronzejames9738
    @lebronzejames9738 Год назад

    Nice man! This is right to the point excellent job! thanks!

  • @inteligenciafutura
    @inteligenciafutura 5 месяцев назад

    It works perfect

  • @JamaimaKhan-u2f
    @JamaimaKhan-u2f 6 месяцев назад

    Thanks alot for this great tutorial😀

  • @multik5396
    @multik5396 Год назад

    ITS BEST VIDEO! YOU BEST MAN

  • @emiliodelgado3741
    @emiliodelgado3741 8 месяцев назад

    Thanks bro, it's run nice in blender 2.79, THANKS YOU SO MUCH

  • @mezzo4399
    @mezzo4399 3 месяца назад

    This works great! I probably wont get a reply, but the only issue I have is that when I tried to render the scene, my normal maps wont show up, just an empty, sad, low-poly object :/

  • @jwills8822
    @jwills8822 6 месяцев назад

    Thanks for the clear instructions! Unfortunately they do not seem to work on high poly objects created by Meshroom. I tried it both with and without the UV Unwrap steps, I had hoped that I could decimate my high poly meshroom object into a low poly form then apply the baked normals but the results just don't look right.

  • @chereshnya3
    @chereshnya3 Год назад

    Bro thank you, that was really helpful!

    • @bro-3d
      @bro-3d  Год назад +1

      Glad it helped!

  • @keybladegames_real
    @keybladegames_real Месяц назад

    do the models need to be the EXACT same size in order to work?

  • @sarad2884
    @sarad2884 Год назад

    great video! thank you

  • @soham2789
    @soham2789 6 месяцев назад

    Thanks a lot bro
    I just one question, is there a away to edit the normal map, like suppose i want to make the normals more detailed or something like that ?

  • @eamontanner6778
    @eamontanner6778 Год назад +1

    Thank you very much for making this video. Just one question though. Do you have to re-texture your low poly model if the high poly version already has textures, or can you just use the same base color image file? I didn't quite understand that part.

    • @bro-3d
      @bro-3d  Год назад +4

      Look in this video I have only baked normals , so if you want same base color then bake the base color. Just change the bake type frome normal to diffuse or color i guess

  • @skfamilyblog7831
    @skfamilyblog7831 20 дней назад

    Bro i want to have normal map in my full body character. I also reto it.can i follow your tutorial for my one?

  • @InThisStyleGMinor
    @InThisStyleGMinor 4 месяца назад

    Bro 3D, thank you Bro

  • @SamNty-gy1oy
    @SamNty-gy1oy 3 месяца назад

    Thnk bro but How did you make the axe ? 😊😊

  • @cysx-39
    @cysx-39 5 месяцев назад +1

    Teacher, does the UV of the high-detail model need to be the same as the UV of the low-detail model?

    • @fahrenheit2795
      @fahrenheit2795 5 месяцев назад

      The uvs of the high poly don't matter, just unwrap the low poly version

    • @cysx-39
      @cysx-39 5 месяцев назад

      @@fahrenheit2795 thank you so much❤

  • @morninstar_lucifer
    @morninstar_lucifer Год назад +1

    hey bro do we have to unwrap the high poly mesh also before baking? or only unwrap low poly??

  • @kat74809
    @kat74809 Год назад

    I have multiple textures and I was wondering how to bake one specific image from a higher poly mesh onto a lower poly mesh without copying/baking all the other image textures.

  • @TheWeirdSide1
    @TheWeirdSide1 Год назад +2

    Manually orienting an object to match another object's coordinates is amateur at best, very bad practice at worse. Select a single vertex in edit mode and Shift-S to move cursor to selected. Then right click object in object mode and set origin to 3d cursor. Do same for other object then either manually(but precisely/exactly) match coordinates or other methods. Otherwise, "Damn good job" lol!

    • @bro-3d
      @bro-3d  Год назад

      Whoa, thanks 😮

  • @AverageAuylEnjoyer
    @AverageAuylEnjoyer 10 месяцев назад

    This works great, but I didnt understand the purpose of cage

  • @keithtam8859
    @keithtam8859 Год назад

    in 3ds max, the cage is virtual and is in the setting area; Is creating a clone act as a "cage" in Blender the only way to do it? thanks for your time!

  • @littleprincessnene
    @littleprincessnene Год назад +1

    I got a question, does the high poly Axe and the low poly axe have to unwarp the same way? meaning, If the high poly axe is UV unwarp differently than the Remeshed Low poly axe, is there a way to still use the high quality baked UV for the low poly, remeshed model?

    • @Wolferr47
      @Wolferr47 Год назад +1

      No they dont. The high poly mesh doesnt have to be unwrapped at all, it's just the low poly mesh that you're gonna have to unwrap.

  • @hotbergina
    @hotbergina 10 месяцев назад

    nvalid cage object, the cage mesh must have the same number of faces as the active object
    i think its when i scale up with alt S because the uv after that are strange

  • @xnnocence
    @xnnocence Год назад

    "Invalid cage object, the cage mesh must have the same number of faces as the active object" i did have the low poly set to active and i didnt change anything in the Cage at all i even reaplaced it again and it didnt work

    • @bro-3d
      @bro-3d  Год назад

      did you try duplicating the low poly object again and turn it into cage ? And also make sure that you apply modifiers like subdivision surface which increase or decrease the poly count.

  • @ashutoshkumarpatel1834
    @ashutoshkumarpatel1834 11 месяцев назад

    Everything explains in video is working, but WHEN WE RENDER IMAGE WE GET LOW POLY VERSION ONLY, ITS JUST VIEWPOINT AND RENDERPORT, IT DISPLACE CORRECTLT BUT IN ACTUALLY RENDER IT SIMPLY NOT WORKING

  • @dimalagoda5717
    @dimalagoda5717 7 месяцев назад

    Which min amount of RAM should I have to bake super detailed HP to LP? Because now when I am naking 4k texture from pretty dense HP, the image hasn't any info in it (just purple canvas), while all the instructions due to baking process are correctly followed along 😟

  • @llovingkenny3780
    @llovingkenny3780 Год назад

    after i bake the details into substance painter, how could i transfer the new low poly/high detail model back into blender

  • @TheMikelmendizabal
    @TheMikelmendizabal Год назад

    Thanks! Thanks! Thanks!

  • @reviewstand9953
    @reviewstand9953 Год назад +1

    Let me try this 😗

  • @FPChris
    @FPChris 8 месяцев назад

    Do you have to unwrap the high poly?

  • @shbarz6303
    @shbarz6303 11 месяцев назад

    So good

  • @CHELSINZ
    @CHELSINZ 4 дня назад

    TYYYYYYY

  • @hotbergina
    @hotbergina 10 месяцев назад

    Invalid cage object, the cage mesh must have the same number of faces as the active object

  • @valtaoi1586
    @valtaoi1586 Год назад

    hey bro, 3d , i have a model of scifi robot i want to bake the buttons and more small patterns how to do that??

  • @N1ghtR1der666
    @N1ghtR1der666 Год назад +1

    everything is fine up to getting the normal map and that looks good but when I connect the normal map to the BSDF nothing changes on the low poly. any ideas?
    EDIT: I seems I was in the wrong viewport mode, you need to be in "material preview" or "rendered"

    • @bro-3d
      @bro-3d  Год назад +1

      I think that happened same to many people and they edit it after few days just like you did 😂

    • @N1ghtR1der666
      @N1ghtR1der666 Год назад

      @@bro-3d Honestly baking in blender is just a nightmare, every time I try it it doesn't work, now I cant get any detail to bake at all, I just end up with a solid blue normal when it bakes, no detail at all

  • @Musiclover6404
    @Musiclover6404 Год назад

    One thing I'm confused on is what do you define as the cage is it as low poly mesh or a slightly bigger low-poly? Another thing I notice is that when you did it in substance the quality was a lot lower is that because he picked a lower map to back on?

    • @bro-3d
      @bro-3d  Год назад +1

      The slightly bigger one is the cage. Also while recording I didn't realised that I baked a 2k map in blender and a 512px map in substance, so you know...😝

    • @Musiclover6404
      @Musiclover6404 Год назад +1

      @@bro-3d ok that makes since. I came across this video because I was trying to see if anyone uploaded anything about transferring details almost flawlessly. Your videos pretty good the project that I want to do is a Greek architecture and I know I can make some really low poly structures like the pillar and the roof part but detailing it and making sure it transfers the right way without looking weird is a part I'm trying to figure out like the edges or the corners.

  • @jellyfishtube
    @jellyfishtube Месяц назад

    So now we have been through all the security details ,now it's time to transfer the details..Very sus XD

  • @yal1621
    @yal1621 Год назад +1

    how to convert it to an image texture

  • @MrReactric
    @MrReactric Год назад

    is highpoly object has got a uvmap ?

  • @epicfishbowl6425
    @epicfishbowl6425 Год назад +1

    quick question: do you need to create a material for each object? you didn't mention anything regarding a material in the video and a lot of the things you do require one.

    • @bro-3d
      @bro-3d  Год назад +3

      you only need to create a material for low poly version and that's all

  • @skilattutos6696
    @skilattutos6696 Год назад

    I don't understand everything because actually, on your tutorial, the low poly is in front of the details of the high poly and for me, I need to have it in back to have the detail. I'm trying on my highpoly character and it's insanely slow so each test is so long

  • @JakeshandleYT
    @JakeshandleYT Год назад

    I just get a blank blue image for the normal. Followed everything you said. What do i do?

    • @bro-3d
      @bro-3d  Год назад

      Do you made the cage object way bigger ? Make sure that it's just slightly, really slightly bigger than high and low poly object.

  • @RoxieParadox
    @RoxieParadox 7 месяцев назад

    When I try to bake it is looking for high poly model uvs 😒 no matter what I do this is the issue. What am i doing wrong?..

  • @edwardmartinson5247
    @edwardmartinson5247 Год назад

    What does the cage do??

  • @neerajcreations125
    @neerajcreations125 Год назад

    Baked model will open in maya ? With low poly mesh

  • @hotbergina
    @hotbergina 10 месяцев назад

    can you do it for a character please ?

  • @live7katie
    @live7katie 2 месяца назад

    Man no matter what I do following any tutorial this doesn't work for me 😭the resulting UV map always looks super low poly

  • @dayoliday838
    @dayoliday838 Год назад

    min 5:50 haces un corte no entiendo porque

  • @ttyuel8299
    @ttyuel8299 Год назад

    hello I just tried to follow your step to bake my models, but there was a problem. the normal map came out transparent. Is there way to solve it? thx.

  • @paradigm010
    @paradigm010 Год назад

    ended up with nasty jagged shading in subtance after baking the map, not sure what I'm doing wrong

    • @Suiren115
      @Suiren115 Год назад +2

      Hi mate, please try this - go to Node Editor and in Normal Map window instead of selecting "Tangent Space" use "Object Space". I had this strange "alopecia" effect someone else mentioned and it helped me.

    • @paradigm010
      @paradigm010 Год назад

      @@Suiren115 thank you!

  • @ping3995
    @ping3995 Год назад

    So is it mandatory to make a cage object? Can't we get the normal map in substance painter without cage object?

    • @bro-3d
      @bro-3d  Год назад +1

      Yes you can but in my experience cage gives more accuracy

    • @ping3995
      @ping3995 Год назад

      @@bro-3d okay bro I will try this method also thank you 🙌🏼

  • @InThisStyleGMinor
    @InThisStyleGMinor 5 месяцев назад

    The oven is broken please

  • @liridoncani
    @liridoncani Год назад

    mine says no valid selected objects

    • @bro-3d
      @bro-3d  Год назад

      Then select the objects buddy 😂

    • @liridoncani
      @liridoncani Год назад

      @@bro-3d buti have selected just like u. first high poly than ctrl low poly

    • @azmihakam
      @azmihakam Год назад

      no you forget to select the image textures node, its also happen to me

    • @treybaileyvo6090
      @treybaileyvo6090 Год назад

      @@liridoncani Make sure you have both objects unhidden

    • @aoikishu
      @aoikishu 3 месяца назад

      I had the same issue, setting Cage Extrusion to 0.1 worked for me.

  • @zombipro739
    @zombipro739 7 месяцев назад +1

    Вот бы яндередев увидел

  • @MansoorKhan-px3dj
    @MansoorKhan-px3dj Год назад

    斧非斧也

  • @Some1-2
    @Some1-2 4 месяца назад

    for me is not worcking :(

  • @petertremblay3725
    @petertremblay3725 7 месяцев назад

    I like blender but for baking it's bad and i mean very bad and way too long to do.

  • @user-ry4dm8gu4h
    @user-ry4dm8gu4h 10 месяцев назад

    you have a dull ax)

  • @redpillblupill
    @redpillblupill Год назад

    I hate to do it but thumbs down - because - I DO NOT wish to use any 'autodesk' program. I'm becoming a little frustrated that SP has that workflow pretty much locked down and it's the MAJORITY of what tutorials use. UGHHH.
    Thanks anyway Bro.
    *EDIT - changed to a thumb up cause I did get some value in the end.

  • @Ludwig6583
    @Ludwig6583 8 месяцев назад

    Please just say axe instead of axed

    • @chinkyeyeschick
      @chinkyeyeschick 3 месяца назад

      nazi? why you’re here just to criticise?

  • @LParadan-user43
    @LParadan-user43 Год назад

    this is fake detail. in 2023 is baking cheap solution