High-Poly to Low-Poly Workflow Made Simple

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in this video we're going to be takin the high polish owed from a previous tutorial and bake the detail onto a low poly mesh inside a substance painter if I talk about x-ray mode you can see the high poly showed is also there and in the same wild space as the low poly mesh my low poly geo follows the shape of the shield ready for the bake and this example is kind of extreme but it'll get the point across if I just bring up the UVs nope but only the low poly shield needs to be UV unwrapped which shouldn't take long and dependent on the shape of your mesh like this didn't take there not at all okay cool let's export our locally J just select the mesh go up to file export selection and then just save it somewhere where you can find it easily right so there's a few things we can do to the high poly mesh to make our lives easier inside the stockings painter let's just hide the live putting mesh you can do so by pressing H on the keyboard cool so firstly we can assign shaders to different material groups which can then be baked into an ID map inside the substance which would be great for making masks our low poly mesh doesn't have like this part for example separated which would make selecting what we want on materials to be a real pain so this is just gonna collides easier so I'm just gonna sign a simple surface shader right click go down to assigning material surface shader you're going to want all the shaders to be distinctively different so let's just make all the would read Avengers of sign in another shader okay let's go ahead and made the metal green perfect so you can sort see the effect we're going for high contrast colors for like easy selection great for the masks notice how I've converted my smooth master preview into polygons so if we just go ahead and create a quick hue and it hit free this is just a preview go into modify convert Swedish previewed polygons basically just takes the preview and smooth is the same as if you were to go poly smooth so shift right click smooth and then send this just to see the reason we need to do this is because substance painter doesn't have a smooth preview so doing this means we have the true high poly shape that we want and not the unsub divided version cool so now we can export the mesh so file export selection and again just save it somewhere where you can find it note that we need to save this as an FBX so substance can read the material color info alright awesome Sutton painter time over in substance painter we just need to import the low poly mesh file new and then just search for the low poly file wherever you saved it I'm gonna be using the PBR template and I'm just gonna set the document resolution to 2k alright and then just click OK going over to the texture set settings find this button and click bake mesh Maps just gonna change the document size I'm just gonna click this little file and load in the high poly mesh ready to use for maps mats front and rear distance will vary per model but I can probably get away with just setting this to 1 for this example sometimes things don't bake into the low poly if that's the case just player only descent until you get it working and then just one other thing we need to change is the ID settings change color source to material color and that's why we assigned the different shaders oh and just like a side note if we didn't confine the asset into one mesh we could have used mesh ID which would have allowed us to mask individual objects probably overkill for this example but good to know nonetheless alright then we're good just to click bake this shouldn't take too long but times will vary depending on the complexity of your asset this isn't very complex so won't take long if all goes well you should have something like this and this pretty much wraps up where I'm going to leave this tutorial but I will quickly just using the caller ID as a mask it's pretty simple so let's just drag out the material let's just choose this one right so as you can see it filled everything all parts of the mesh so what we can actually do is right click and add mask with color selection you can right click anywhere out here in the viewport to bring up the menu and just simply click pick color and then just set the metal and we can just have some wood and do the same right click pick color let's let the wood and then we'll have this okay that's really the basics I do have a tutorial on how to detect to the high poly version of the shield adding pain and blood and whatnot so you can check out if you're interested but this is how I'd approach this asset and you can apply what you will learn in the other tutorial to this loading mesh if you want to obviously you could model more detail emboss make the ID map redundant but it's a useful thing to know as it helps keep the poly count down and still retain control over the mods right so I think what that this video is over if you like this video please like subscribe and I'll see you in the next one [Music]
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Channel: Josh Antonio
Views: 89,369
Rating: undefined out of 5
Keywords: maya, 101, basic, tutorial, how, to, videos, video, autodesk, modelling, texturing, lighting, rendering, model, modeling, cube, cylinder, plane, quick, and, easy, baking, normal, maps, high, low, poly, workflow, substance, painter, textures, game, gamedev, games, design, designs, bake
Id: Qztk4ivmejE
Channel Id: undefined
Length: 6min 3sec (363 seconds)
Published: Wed Mar 18 2020
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