Aww man I have been struggling with this for ages. You have explained the workflow in a brilliant way. I am assuming you are a professional teacher as you have formulated your lesson in a very learner logic way. Thanks muchly
I am glad this helped. I have been teaching part-time for the passed 25 years. You've made my day. If you enjoyed that video, this one may also be of use: ruclips.net/video/Ct2hFv5rzWk/видео.html Please do (if you haven't already) subscribe, like and share. Many thanks for watching and happy modeling!
James, thank you very much for reupload. Hope that sketchy de-monetisation gets resolved soon! Your tutorials are very informative and easy to follow. Subscribed for more!
Many thanks Martin. To be honest, they weren't at all helpful about it all. Even when I demonstrated that their original claim was false, I got the reply "we are sticking to our decision". Not a lot I can do. However, I feel like a clean break with it all with this new channel. Please do subscribe :)
That's a good question. Yes, but it tends to be a little messy. It is better to manually seam, so you can control where the texture joins are. This will minimize the possibility of the seam showing when rendering. We can always create a seam in a gap, under a detailed area, or around a nature seam in the model. I hope that makes sense?
Would love to see a tutorial on how would you retopo an scanned building with a drone for example. Are there some tools where you can steighten the mesh in a natural way.
I may make a video on this subject. You are the second person to ask. I suggest the best way is to recreate the building using simple modelling. You could use the photogrammetry model for reference and then back the texture from the model, on to the simpler version. I am pretty sure this would work well. Of course, there may be portions of the model, that should be kept as photogrammetry. Sorry, I should explain - I am the guy behind Blender Bones...just logged in to another RUclips channel at the moment ;)
Thanks for the vid. I noticed that you baked the texture directly rather than importing the model back into Meshroom to reproject it. What are to pro's and con's of both methods?
Thanks a lot (from France, so please excuse my bad English). So useful tutorial ! I think the artifacts on the Normal map can be removed by adjusting the "Ray Distance" parameter. Maybe ...
I ended up buying Simple Bake and am using a trial version of Quad Remesher to help simply everything - except I cannot get it working either. Tried from scratch following our methods here and on the tree stump seat, but to no avail. Not sure what I am doing wrong.
Afraid so. However, it is certainly getting better and there are new products coming out all of the time that help with the process of typology. A.I. will also make our lives better in the very near future.
!!! ATTENTION: using Blender 3.2, under the bake settings with Extrusion and Max Ray Distance, i find it impossible to find the right numbers for the Normals. Or it’s everything completely flat, or it has nothings so the image is just holes, or it catches just a very very few details…. I really don’t know how to solve this….. shit
It could be that your low-res model is too low-res, and therefore not a good fit for baking. You also might want to take a look at "cage" baking. Google that topic, as I haven't covered it yet. I hope that helps.
great stuff.. when select then delete an area of faces blender only deletes about half - so i have to re-select the area and x-faces againa and again - how'd you get your delete to work so thoroughly in one hit?
Thank you, I always use your tutorial when I forget things. Also your voice kinda nice to listen.
I love how you did The Rock face in the beginning of the video. Really sold the tutorial as a whole
Why thank you Goodspiderr! I will hopefully put another video up soon.
Aww man I have been struggling with this for ages. You have explained the workflow in a brilliant way. I am assuming you are a professional teacher as you have formulated your lesson in a very learner logic way. Thanks muchly
I am glad this helped. I have been teaching part-time for the passed 25 years. You've made my day. If you enjoyed that video, this one may also be of use: ruclips.net/video/Ct2hFv5rzWk/видео.html
Please do (if you haven't already) subscribe, like and share. Many thanks for watching and happy modeling!
Thank you so much for the upload. I was halfway learning when the other old video was removed.
Sorry about that. RUclips de-monetised my other channel for an untrue reason, so I thought I'd start again. Enjoy!
Please do subscribe. It will encourage me to produce more!
TOPology. interesting vid.
Absolutely an excellent tutorial, learnt so much from this one tutorial, thank you.
Why thank you :)
James, thank you very much for reupload. Hope that sketchy de-monetisation gets resolved soon! Your tutorials are very informative and easy to follow. Subscribed for more!
Many thanks Martin. To be honest, they weren't at all helpful about it all. Even when I demonstrated that their original claim was false, I got the reply "we are sticking to our decision". Not a lot I can do. However, I feel like a clean break with it all with this new channel. Please do subscribe :)
Thank you for amazing tutorials
My pleasure!
instead of marking our own seam, can we just use Smart UV Project?
That's a good question. Yes, but it tends to be a little messy. It is better to manually seam, so you can control where the texture joins are. This will minimize the possibility of the seam showing when rendering. We can always create a seam in a gap, under a detailed area, or around a nature seam in the model. I hope that makes sense?
Would love to see a tutorial on how would you retopo an scanned building with a drone for example. Are there some tools where you can steighten the mesh in a natural way.
I may make a video on this subject. You are the second person to ask. I suggest the best way is to recreate the building using simple modelling. You could use the photogrammetry model for reference and then back the texture from the model, on to the simpler version. I am pretty sure this would work well. Of course, there may be portions of the model, that should be kept as photogrammetry. Sorry, I should explain - I am the guy behind Blender Bones...just logged in to another RUclips channel at the moment ;)
Thank you. Very interesting for me
25:39 how did your texture image appear when you go into edit mode?
Make sure you are in Viewport Shading. I hope that helps.
Thanks for the vid. I noticed that you baked the texture directly rather than importing the model back into Meshroom to reproject it. What are to pro's and con's of both methods?
You may have hit upon something I haven't tried! I have never tried this method. Sounds interesting.
Thanks a lot (from France, so please excuse my bad English). So useful tutorial !
I think the artifacts on the Normal map can be removed by adjusting the "Ray Distance" parameter. Maybe ...
Yes, correct. Thanks for the extra info!
Great video...
I ended up buying Simple Bake and am using a trial version of Quad Remesher to help simply everything - except I cannot get it working either. Tried from scratch following our methods here and on the tree stump seat, but to no avail. Not sure what I am doing wrong.
Hi Iain. I have to ask - are you definitely unwrapping your low-res model before baking?
thank you!!!
In the early 2000's we expected this problem to be solved in a few short years.
It's 2022 and we're still doing re-topology?
Afraid so. However, it is certainly getting better and there are new products coming out all of the time that help with the process of typology. A.I. will also make our lives better in the very near future.
!!! ATTENTION: using Blender 3.2, under the bake settings with Extrusion and Max Ray Distance, i find it impossible to find the right numbers for the Normals. Or it’s everything completely flat, or it has nothings so the image is just holes, or it catches just a very very few details…. I really don’t know how to solve this….. shit
It could be that your low-res model is too low-res, and therefore not a good fit for baking. You also might want to take a look at "cage" baking. Google that topic, as I haven't covered it yet. I hope that helps.
TOPology, not TYPology. You really should fix that and re-upload this video. Otherwise, good information.
Yes, I know. I noticed it after upload. But it is doing well, so I daren't remove it now.
great stuff.. when select then delete an area of faces blender only deletes about half - so i have to re-select the area and x-faces againa and again - how'd you get your delete to work so thoroughly in one hit?
might've been that I didn't have x-ray on
@@underbelly69 That was going to be my answer - you beat me to it ;)