Baking High Poly To Low Poly (Zbrush And Substance Painter)

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hello and welcome in this video we're going to talk about how to bake a high poly model on to a low poly model and this baking process is where you can use a low poly model but the textures of the high poly frequency apply to them so I use a technique where I bake the normal maps and some displacement maps in ZBrush and then I bring them in to substance painter and use them instead now you can just bake everything in substance painter but if you if you want to do a normal map in substance painter which from a very high density mesh it's gonna be a bit hard so suspect you can't handle too many Polly's so we're gonna bake them in ZBrush so let's start this so here in ZBrush I have a I just have a sphere 3d I just pressed sphere 3d I got a sphere 3d right here I'm gonna make polymesh3d and that one thing you need before you bring anything into substance painter is a UV map now sphere 3d in in subzi brush the way you see if you have a UV map if you've come down to UV map and there's a delete UV map it means that you have a UV map but in I tried this in ZBrush it gives you a little bit of a problem so if I morph UV yeah there's a UV map there but this UV map is not working very well I'll try this before so the best thing I can do what I can do here is I to do with my UV z in another application like Maya or just come here to UV master and breast unwrap and now we have a different UV and this UV is actually gonna work in substance painter so I'm gonna come to geometry I'm gonna divide these up till I get to about 2 million Polly's to me employees fight and I'm gonna do a few things first I'm gonna drag an alpha here like soap and then I'm just gonna make do a little bit of a sculpting I'm just gonna sculpt something here like so and maybe do some creases there so that we get an idea and maybe drag a different a different alpha this time maybe one of these ZBrush alphas and now when you're using alphas one thing to keep in mind is I actually have an intensity here up to 25 like you don't use like 15 or something like that but if the Alpha so such low intensity it's not gonna come true when you bake it it's actually kind of messy here I'm gonna take that one off and take some of this stuff outta here and just use that so now I have my eye i poly and using the subdivisions if I come down this is my low poly so first thing I'm gonna need is a low poly mesh so I'm gonna come to zip plug in and I'm gonna come to VF FBX import export and you can copy these configuration right here and what's selected and what's not and I'm gonna go to export actually it just options smooth normals amount I usually have it at 100 so I'll just export this is my low poly mesh and I'll just leave that name there and I come here and I say low you don't have to do this this is more it's mainly important if you're using a lot of sub tools but I like to do it anyway so I export my low poly mesh I come here and export my high poly mesh so come back to Z plug-in export and this is gonna be my high poly mesh saved ok file exported it shows up a little box shows up here saying file exported I pause the video so we didn't have to look at the time that it takes one thing I should mention is if you if you I'm working with two million Polly's here if you're working with like let's say 30 million Polly's or something like that you might want to come down to decimation master pre-process current and then decimate current with the Southern Maryland estimation you can check out some other videos about using this decimation master and using the decimated version as your I poly instead of the doing straight up the is subdivision and using the high poly like I did here so I'm only having two million poly so I'm not gonna worry about that now next thing next step is we have our high poly and our hollow poly we come to multi metrics Porter and I'm gonna export this placement and let's talk a little bit about this placement these settings right here that you can see here they're fine they're fine for your displacement I'm doing your map of for K you can go up to 8 K if you push these up and use these presets here we go back to 4 K whatever now when I work with you you dims I believe EXR on but here I'm not you're using you diems so I turn off the XR otherwise is not gonna work in substance painter if I'm saying something wrong please guys use the comment section below and tell me off now I'm also gonna export my normals and in this place in mapping also in normal you have the subdivision level this is just saying what subdivision level you want to use as you low poly so I used subdivision level when I exported my low poly subdivision level one so I'm gonna use level one if I used to I could come here and said level - if this doesn't match up it's not gonna work so for my normal map I got tangents with UV smooth normals and I'm flipping G because I'm gonna work with Direct X I believe that if you use OpenGL you don't have to flip the G but I'm using DirectX in substance painter because it's for unreal and I have that so flip V on border 16 you can copy the settings if you like the only important thing is here in filenames if you come to file names I got UV tile needs to be off unless you're working your DVS if you're working with UVs you just have turn on you dims I you jeez I mean if you're working with younam's you just have to place you limbs in there so press ok there now displacement in normal create all maps save it to wherever you want you it's gonna you just use suffix at the end so let's save I'll pause the video for now okay all maps create it and now we're ready to go into substance painter so here in some pager I'll come to file new and I'm not working you with you tips so I want I'll leave that off so I'll select my low poly mesh press open I like to work with 4k but you can do 40 okay whatever you left more definition the higher you go so I'll just add my maps my displacement map my normal map press open say okay let's just got what I had there before so this is my low poly now if I apply my normal map I get this and the reason why I have displacement map is because it gives you a little bit of more detail and the way you use displacement maps in substance these substances mm in 18 so it doesn't support displacement maps maybe a later version will the way I do this is I had a few layer let me just delete these layers and there anymore a few layer let's call a displacement map and right-click on it add the big bat mask now just add something here I come back I come back to select this fill and I'll grab my displacement map place it in there I am in project so what I imported comes each project so I imported in there just I don't need any of this I just gonna use the high channel so I'll give it a little bit of height there the reason I don't see that yet is because I need to add something else here so what a lad is levels so in my levels I'll press Auto I got levels up in there then I come back here and I can see my ight using my displacement map right day so if you want to get neat if you need more control let's say this is not enough control for you you can come here select your height blending mode and then you can come here and you have a bit more control over it so you can see the difference tiny difference but it makes it it makes a difference in the end and that's how I do it that's how I use displacement maps and do the normal back map now the rest of the maps you can make them right here in substance painter and the reason I like I said before I didn't use the normal I didn't bake normal map because substance painter doesn't handle can't handle really high poly meshes so I can just come here and maybe say for K I like the violation to be at around 16 and I'll select here my high poly mesh that we exported I Paulie open and I like to have my Max frontal this is to about zero zero four and same thing for the rear distance and I come down here and several subsampling 8x8 I usually the highest you go the better quality you laugh of your bake I'm not using I'd email so I'm just gonna take that off thickness is not usually used like I said normal we already have it and I'll press bake and pause the video alright now it's the baking process is done we have all the maps that we need to start texturing so it baked space normal or a meat occlusion curvature etc now I run into a problem my computer ran out of memory because I was using if I press make mash maps again my subsampling was at 8x8 so my computer ran out of memory if you are running into any problems like that you can just go and do a four by four or even 2 by 2 at 4 by 4 doesn't work so to recap you need to have UVs so you can come down z plug-in first step continually master and wrap you get new you v's or you can do using another program FBX export make sure you're in the lowest subdivision you go to Z plug-in FBX export export your low poly mesh bring your subdivisions all the way up to the top z plugin export your I poly mesh go into multiple app exporter select your displacement and your normal and you keep you can use these settings here so settings so displacement EXR if you're using new themes no yet sir if you're not using you names here's your normal map configuration go into file names so you can set these up overwrite existing files or not you deems off if you're not using them obviously and if you're using them set this G Union create all maps come into substance painter press file new selected document resolution select your low poly mesh add your textures select choose your normal as soon as I see I do textures add a few layer pressing this icon here right click Add bitmap mask gives you a bitmap mask with a fill inside a bit that feel you just grab your displacement map so place it there at the levels going to generating at levels as soon as you add the levels you press Auto and here you can turn everything off but height move the height slider a bit up up a little bit if you need more control come here to the height blending mode and you can control that a little bit better here in the height blending mode and that's it so if you like this video and just like to see more videos like this support me on patreon like subscribe if you haven't already pressed a little bell symbol to get new videos notifications and I'll see you in the next video
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Channel: MadPonyInteractive
Views: 100,620
Rating: undefined out of 5
Keywords: 3D, tutorial, high poly, low poly, zbrush, substance painter, baking
Id: 0eYcYg-2YEU
Channel Id: undefined
Length: 14min 17sec (857 seconds)
Published: Mon Apr 01 2019
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