How to Covert a Texture to Mesh in Blender using Displacement Map

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so in this video we're going to use displacement texture and bake it into the mesh so I'm going to start off using one of the assets from True assets just to use the textures and I mean like that that's actually not too bad but it's flat now I want to come down here and find my displacement map which is here let's just find it excellent now I'm just going to duplicate the mesh as I go from here into the modifiers add modifier and generate add modifies deform displace and you can see how it's popped up from here we're going to go new texture click on the thing on the right hand side to go into the texture editor thing in my Bobs let's go open find our texture select displace wonderful now as you see nothing has really changed and that's because it's got four points that's it so I can press tab to go into edit mode right click subdivide subdivide subdivide subdivide a few times there we go that was the result I was after so from here I'm just going to press maybe 0.1 just to bring it back a little bit we'll change that in a sec though from here I'm get add modifier let's go into generate subdivision surface however I'm going to move it above the displace and uh Crank that puppy up oh there we go look at that that's looking smck I am going to change it to simple though and then that way we're not smoothing out we're just adding extra geometry now if we go into wireframe mode we can see the difference going to turn off optimal display oh there we go now we can see how dense this texture is the other thing I just noticed is that it doesn't seem to be the right size the actual image seems to be tilable and just looking into the material I can see that they've changed the scale so let's just put it back to how it should be there we go that now matches the wireframe excellent however now we've got a stupid dense mesh let's clean that up add modifier deform add modifier generate decimate so we kind of want to bring it back down we can see at the moment there's 65,000 faces let's get that down I'm just going to go 0.1 and now we're down to 12,000 faces so I've just duplicated so you can see the difference between 65,000 and 12,000 and obviously this one here is going to be a lot cleaner um let's just go shade smooth and shade smooth now we've added geometry to a plane based off a texture well I mean but now we actually got to apply our modifiers let's just select our mesh select all convert to mesh and that will apply all the modifiers and wham bam there's our texture mesh
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Channel: Markom3D
Views: 8,235
Rating: undefined out of 5
Keywords: blender, blender tutorial, tutorial, 3DTexturingTutorial, DisplacementMaps, MeshBaking, TextureOptimization, 3DModelingSkills, AdvancedTexturing, RealisticTextures, SubdivisionSurfaces, WireframeMode, GeometryOptimization, 3DArtistTechniques, ModifierWorkflow, Blender3D, TextureScaling, MeshConversion, DigitalArt, 3DEnthusiasts, TextureApplication, AssetTransformation, VisualEffects
Id: vWr-6laXeag
Channel Id: undefined
Length: 2min 42sec (162 seconds)
Published: Fri Dec 01 2023
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