Ep.3 UV map & Normal Baking - From AI to Game-ready — Transcript
Full transcript
- 0:00In this video series, we
- 0:01learn how to turn AI
- 0:02generated 3D model into game
- 0:05ready.
- 0:05And today we're looking into
- 0:06UV map and texture baking.
- 0:08This is relatively simple step.
- 0:11And today we don't need
- 0:12anything but blender.
- 0:13In our previous video, we
- 0:14just finished to creating retopology
- 0:17or optimized model.
- 0:18So it doesn't matter if
- 0:19you did optimization with AI,
- 0:21you did it manually, you
- 0:22did it with quadramesher or
- 0:24so.
- 0:24The next step is basically
- 0:26to get our model ready
- 0:28to be textured.
- 0:29So the easiest step basically
- 0:31to unwrap it.
- 0:33And if you're working with
- 0:34a non-character object, something
- 0:36very simple, something like just
- 0:38a prop in your scene,
- 0:39you can basically go to
- 0:40edit mode.
- 0:41You can go to UV
- 0:43and do like unwrap smart
- 0:45UV project default settings.
- 0:47And then if we go
- 0:48to UV editing, you might
- 0:50see something like this.
- 0:51And basically it took the
- 0:52model, it cut it in
- 0:54some pieces.
- 0:54So they are more or
- 0:55less flat by the angle
- 0:57and we can start painting.
- 0:59But the thing is that
- 1:00these pieces might be cut
- 1:02in unexpected places, which might
- 1:04result in some strange artifacts,
- 1:06difficulty to paint it, especially
- 1:08when we talk about optimized
- 1:10model.
- 1:10And if we are allowed
- 1:11only to use low resolution
- 1:13texture like 1000 or less,
- 1:16then it might be very
- 1:17visible.
- 1:17And we might see some
- 1:19artifacts in areas where this
- 1:21is connected.
- 1:22So this is how nice
- 1:23UV look, especially for a
- 1:25character.
- 1:25You can actually understand what's
- 1:27happening here.
- 1:28There's a tail, a body,
- 1:29a back, spikes, teeth, and
- 1:31so on.
- 1:32Here you can see also
- 1:33the cuts and the cuts
- 1:35are placed in the areas
- 1:36where it will be less
- 1:38noticeable.
- 1:39So again, you first need
- 1:40to understand the purpose.
- 1:42If you're building a character
- 1:43for a mobile game and
- 1:44you will be only allowed
- 1:45to use like 2K, 1K
- 1:47texture, you need to do
- 1:49a nice UV.
- 1:50If this is an asset
- 1:50for your video and you
- 1:52just need to texture it
- 1:53quickly, you can basically go
- 1:54and unwrap it like with
- 1:56smart UV projection, as I
- 1:57showed just now.
- 1:58And that might be enough.
- 2:00You just set 4K texture
- 2:01and it will eliminate all
- 2:03the potential artifacts.
- 2:04Okay.
- 2:04So let's get started.
- 2:06Our dino actually has mirror.
- 2:09So let's first hide eyes
- 2:11and teeth.
- 2:13Now let's go back to
- 2:14edit mode.
- 2:14And what we're going to
- 2:15do is we will adjust
- 2:17shading a little bit.
- 2:19So as you might see,
- 2:20the transition of spikes to
- 2:21the body is like really
- 2:23smooth and I don't really
- 2:24like how it is.
- 2:25I think there should be
- 2:26hard transition on the bottom.
- 2:28And so goes for clothes
- 2:30and stuff.
- 2:30So we can go in
- 2:32edit mode using Alt plus
- 2:35left mouse button or with
- 2:37help of shift, we can
- 2:38select it, press right button
- 2:40and press mark sharp.
- 2:42It will basically tell the
- 2:44renderer that this edge should
- 2:46be rendered as sharp, which
- 2:48result in this hard transition,
- 2:50which I actually want.
- 2:51And now you can see
- 2:52it looks quite logical.
- 2:53We can do the exactly
- 2:54the same for the rest
- 2:56of the spikes.
- 2:57And here you go.
- 2:58Look at the result right
- 2:59now.
- 2:59Okay.
- 3:00Now they look exactly as
- 3:02I want them to look.
- 3:03I think we'll do the
- 3:04same for the mouse.
- 3:06All right.
- 3:06And we'll also do the
- 3:08same for the clothes, right?
- 3:09So the clothes definitely should
- 3:11be distinguished.
- 3:12So I press Alt on
- 3:14the loop.
- 3:14And if you have right,
- 3:15nice topology, it will be
- 3:17extremely easy for you to
- 3:18do.
- 3:19Alt or shift, mark seam.
- 3:20Okay.
- 3:20You can select something here.
- 3:22So to get in that
- 3:24menu, I just simply press
- 3:25right mouse button while in
- 3:27edit mode.
- 3:28And to switch between object
- 3:30and edit mode, you just
- 3:32press tab is like most
- 3:34useful key.
- 3:35Okay.
- 3:35Go back in tab.
- 3:37Let's actually do this for
- 3:38the mouse.
- 3:39Control, left mouse button, mark
- 3:42sharp.
- 3:43So now this looks more
- 3:44logical.
- 3:45The mouse is sharp, spikes
- 3:47and close.
- 3:48Guys, before we continue, I
- 3:49just want to thank you
- 3:50for your support.
- 3:51It's really important to get
- 3:52your feedback.
- 3:53If this video are useful
- 3:54for you.
- 3:55So as usual, 200 likes
- 3:57and I'm start working on
- 3:58next episode.
- 3:59Now we're gonna cut our
- 4:01model for UV.
- 4:02So basically it is same
- 4:05as in real life.
- 4:06Imagine we need to paint
- 4:08something, use printer.
- 4:09And we need to flatten
- 4:11that into some flat surface.
- 4:13So we can actually print
- 4:14on it.
- 4:14Right?
- 4:15So here is pretty much
- 4:16the same.
- 4:16We need to take an
- 4:17object, try to make some
- 4:19cuts so we can flatten
- 4:21it and actually apply the
- 4:23texture.
- 4:23So let's say the texture
- 4:24is a 2D thing, right?
- 4:26And object is 3D.
- 4:28The important thing is that
- 4:29when we talk about lower
- 4:31texture resolution, we need to
- 4:33be really careful where their
- 4:35seams are.
- 4:36Because on those seams, there
- 4:37might be some imperfection in
- 4:39the texture.
- 4:40When we talk about extremely
- 4:41big texture resolution, of course,
- 4:43there will be less noticeable.
- 4:45So imagine like we take
- 4:46a sphere and we can
- 4:48not unwrap it into the
- 4:49flat without cutting.
- 4:51Right?
- 4:51So that's what we're gonna
- 4:52see if we do not
- 4:54do enough cuts that it
- 4:56will be stretching.
- 4:57Right?
- 4:57So we theoretically, we can
- 4:59take a sphere and collapse
- 5:00it into some flat surface.
- 5:02But some areas will be
- 5:03extremely stretched.
- 5:05And if we paint some
- 5:06there, it will result in
- 5:07painting like some lines on
- 5:09the sphere.
- 5:09So again, there is a
- 5:11lot of reference how to
- 5:12do cuts for UV.
- 5:14And again, if you try
- 5:15it one time, you'll understand
- 5:16exactly the logic.
- 5:18And this is extremely simple
- 5:19process for this needs.
- 5:21Of course, there are complex
- 5:22objects and it might take
- 5:24a lot of years to
- 5:25know what is the best
- 5:26way.
- 5:26There are few deems and
- 5:28many, many other techniques.
- 5:29But we're talking on a
- 5:30base level and we just
- 5:31need to cut it so
- 5:32we can actually paint it
- 5:34or bake textures.
- 5:35So first we'll basically select
- 5:37Shift plus G and we'll
- 5:39select all the sharp edges
- 5:42that we already created.
- 5:44So Shift G allow you
- 5:45to select something by common
- 5:47property.
- 5:48Okay.
- 5:48Now they are selected, pressing
- 5:50right button and do Mark
- 5:52Seam.
- 5:53Okay.
- 5:54So these are the seams
- 5:55that are used for UV.
- 5:57We also need to cut
- 5:58each spike in half because
- 6:00yeah, we're not only this
- 6:02detached them from the main
- 6:04body, but we also cut
- 6:05them in a half so
- 6:06we can actually flatten them.
- 6:08Okay.
- 6:09I'll do the same process
- 6:10for all the spikes.
- 6:11Now let's do the same
- 6:13for the arm.
- 6:13The first thing we'll disconnect
- 6:15the arm, cut the arm
- 6:16from the body.
- 6:17Now we still need to
- 6:19cut it into half.
- 6:20We can actually make a
- 6:22line under the arm.
- 6:23Again, I'm trying to make
- 6:24seams in the areas that
- 6:26are not that visible.
- 6:27We'll also need to connect
- 6:29line here between fingers.
- 6:32So there is a complete
- 6:33cut.
- 6:34To actually see how this
- 6:35will be unwrapped, we can
- 6:38press on the edge, press
- 6:40Shift L and select Seam.
- 6:43So we select the current
- 6:45area and it will select
- 6:46everything that within the cut,
- 6:49right?
- 6:49So you can see.
- 6:50Also, as you can see,
- 6:50I already separated the clothes
- 6:52because they were selected as
- 6:54sharp and we marked all
- 6:56sharp as seam.
- 6:58And we can do unwrap.
- 6:59We can press right mouse
- 7:00button, go unwrap angle based.
- 7:02Now there is a tab
- 7:04called UV editing, especially designed
- 7:06to show the UV.
- 7:08And we can actually see
- 7:10how this is unwrapped into
- 7:12the 2D space.
- 7:13So basically you can see
- 7:14it, we cut it under
- 7:16the arm and it unwrapped
- 7:17it in 2D.
- 7:19We can also go in
- 7:21this menu, press activate the
- 7:23angle and it will give
- 7:25us the information if there
- 7:27is some critical stretching.
- 7:29It will be red if
- 7:30there is like extreme stretching
- 7:31more than 180 degree.
- 7:33But here if we see
- 7:34blue or light blue, that's
- 7:35absolutely nice.
- 7:37Then there is no critical
- 7:38areas.
- 7:38This might help you to
- 7:39identify where you need to
- 7:41add more cuts.
- 7:42So to release the texture.
- 7:45So extremely useful thing.
- 7:47In my case, I think
- 7:48I'm really happy with the
- 7:49result.
- 7:50Okay, let's disable that setting,
- 7:52go back and continue.
- 7:53We'll also need to cut
- 7:55flowers.
- 7:56Okay, so I will go
- 7:57in edit mode, select these
- 7:59two vertices and press J
- 8:02to draw another edge because
- 8:04I want to cut them
- 8:06horizontally.
- 8:07Okay, then here I also
- 8:09need to add an edge.
- 8:11Again, I just selected two
- 8:12vertices.
- 8:13By the way, there are
- 8:14three modes of interaction.
- 8:16As you can see here,
- 8:17right there is vertex, there
- 8:19is edge and the polygon.
- 8:21And you can easily switch
- 8:22between them by pressing one,
- 8:24two, three on the keyboard.
- 8:25So to draw an edge,
- 8:27I basically selected with control
- 8:29like two vertices in the
- 8:31vertex mode and press G.
- 8:33All right, and here we
- 8:34also mark seam and that's
- 8:35it.
- 8:36Okay, I think our arm
- 8:37is perfectly ready.
- 8:39Okay, we'll do the same
- 8:40exact thing for the clothes
- 8:42on the leg.
- 8:43All right, clothes on the
- 8:45leg is ready.
- 8:46Now let's detach the head.
- 8:49So here is my seam.
- 8:51Yeah, I will do like
- 8:52this because I think that's
- 8:54the best way to cut
- 8:55it.
- 8:55We can cut it somewhere
- 8:56near the mouse, but I
- 8:59think that should be enough.
- 9:00And I don't really want
- 9:01to do a lot of
- 9:03seams.
- 9:04So basically that's the reason
- 9:05why Nice UV don't cut
- 9:07face in many pieces because
- 9:08that's the point of interest,
- 9:10right?
- 9:10You basically look on the
- 9:12character face and you don't
- 9:13want like to see some
- 9:14lines or anything or like
- 9:16texture disconnection and so on.
- 9:17So that's why it usually
- 9:19cuts like that.
- 9:20So it is stretched at
- 9:21some degree, but that's totally
- 9:23fine.
- 9:23So, okay, we'll draw here
- 9:25so we can disconnect the
- 9:26body from the front side.
- 9:28We'll also disconnect a leg.
- 9:31So thanks to our topology
- 9:33with it, it is extremely
- 9:34easy.
- 9:35So we need to disconnect
- 9:36the bottom of the foot.
- 9:39All right, so let's select
- 9:41it here.
- 9:42Again, mark seam.
- 9:44All right, and I think
- 9:45we need to cut leg
- 9:48into half and we'll do
- 9:50it here in the less
- 9:51noticeable area, right?
- 9:53So we can select it
- 9:54now, unwrap, angle.
- 9:57And we can see something
- 9:58is not correct here.
- 10:00I think I missed something.
- 10:03The bottom should be detached.
- 10:07All right, let me check.
- 10:08I think I missed, oh
- 10:09yeah, here we go.
- 10:10I missed the area between
- 10:13fingers.
- 10:14We also need to cut
- 10:16it.
- 10:16And yeah, you can see
- 10:17now it's fine.
- 10:19Okay, so here we go.
- 10:21And it's already look quite
- 10:23amazing.
- 10:23We need to draw a
- 10:24line on there.
- 10:25Well, that's it.
- 10:27That's pretty much it.
- 10:28And I think for the
- 10:29nose, yeah, nose, you see
- 10:30there's quite a lot of
- 10:32curvature there.
- 10:33So we'll cut the nose
- 10:35hole here and mark a
- 10:37seam.
- 10:37All right, I like to
- 10:38click that.
- 10:38We can cut it inside
- 10:40and a half, but I
- 10:41think it's fine.
- 10:41About the mirror modifier.
- 10:43Again, it will speed up
- 10:44your process if your work
- 10:46with symmetric model, but that
- 10:48is not necessity.
- 10:49So you can basically go
- 10:51with the object and cut
- 10:52it.
- 10:52But again, it can't be
- 10:53asymmetrical object and you basically
- 10:55do exactly the same.
- 10:57It's just that here, it
- 10:58saves us a lot of
- 10:59time and eliminate some errors
- 11:02because it's just mirror exactly
- 11:04what we do and it
- 11:05is symmetrical.
- 11:06So just so you know,
- 11:07you don't need to use
- 11:08mirror if you're working with
- 11:10asymmetrical stuff or any simple
- 11:12object, that's totally fine.
- 11:13You don't need to cut
- 11:15everything in half.
- 11:16To continue, we'll actually go
- 11:17and apply our modifier.
- 11:20And now it will be
- 11:21as an object.
- 11:23And we'll go to edit
- 11:24mode.
- 11:24We'll press A on a
- 11:26keyboard, right mouse button, select
- 11:28unwrap, angle based.
- 11:30And let's see if we
- 11:31actually did it right.
- 11:32Also let's enable eyes and
- 11:34teeth.
- 11:34We need to cut eyeballs
- 11:36in half.
- 11:37The exact same thing we'll
- 11:38do for the teeth.
- 11:40But before we will apply
- 11:42subdivision modifier that we added
- 11:44like in previous video, basically
- 11:46go arrow down, apply.
- 11:49And while still in mirror,
- 11:51let's cut all teeth in
- 11:53half.
- 11:54So there's extremely useful command
- 11:56slash on a keyboard.
- 11:57And if you press on
- 11:58it, it will basically isolate
- 12:00temporary the object.
- 12:02So you'll only see the
- 12:02object that was selected and
- 12:04you can press it again
- 12:05to go back to normal
- 12:06view.
- 12:07It helps to focus on
- 12:08the object you're working with.
- 12:09So I'll did that.
- 12:10Now holding shift and clicking
- 12:13with alt, we can select
- 12:15the loops and cut them
- 12:16in half marks.
- 12:17See, all right.
- 12:19So here we go.
- 12:20Now we can select everything.
- 12:22So again, like we can
- 12:23jump into edit mode while
- 12:25selecting all the objects.
- 12:27And let's do the unwrap
- 12:28altogether.
- 12:29Let's reorganize a little bit
- 12:32our stack.
- 12:33So we'll have all our
- 12:35meshes altogether.
- 12:36So now we are in
- 12:37the UV editing tab and
- 12:39we can see what's happening
- 12:41here.
- 12:41Right away we can see
- 12:43that eyes are enormously big
- 12:47compared to other parts.
- 12:49And that should not be
- 12:50like that.
- 12:50It should take as much
- 12:52space as it is in
- 12:53real life.
- 12:54And that actually happened because
- 12:55we didn't set correct scales.
- 12:58We didn't explain like what
- 12:59real scales are or the
- 13:01object.
- 13:01And that's very easy to
- 13:02fix.
- 13:03We will go back to
- 13:05object mode.
- 13:05Then we go to the
- 13:06eyes and we'll press that
- 13:08menu.
- 13:08So we'll see the item
- 13:10transform.
- 13:11And here you can see
- 13:12that rotations in scale are
- 13:14values less than one.
- 13:16It means that we did
- 13:17some changes but we didn't
- 13:18say that this is like
- 13:19the initial scale.
- 13:21If we scale it back
- 13:23to one, it will be
- 13:24a very, very big eye.
- 13:25To make this current state
- 13:27as a default, we'll basically
- 13:29press control A and select
- 13:32rotation and scale.
- 13:34Okay, so you can see
- 13:34object didn't change but there
- 13:36is like one, one, one.
- 13:37Now, if we select all
- 13:38object, do the same UV
- 13:40unwrapping, you can see that
- 13:41it looks way more logical
- 13:43and the sizes are correct.
- 13:45That's exactly what we want.
- 13:47Additionally, what we can do
- 13:48is in UV window, we
- 13:50can go to UV tab
- 13:52and we can select pack
- 13:54islands and it will organize
- 13:56things even nicer.
- 13:57Let's not do that right
- 13:58now.
- 13:59I think we will actually
- 14:01separate eyes into a separate
- 14:03object.
- 14:03It's a separate material.
- 14:05So to do that, like
- 14:06let's go to the eyes,
- 14:07go to edit mode, UV
- 14:09and pack islands.
- 14:12So yeah, now you can
- 14:13see the eyes take the
- 14:15whole space of the picture.
- 14:16But again, it means that
- 14:18we'll pack it on another
- 14:20texture.
- 14:21So let's go to material
- 14:22tab on the bottom, create
- 14:24a new material and let's
- 14:26rename it to eyes.
- 14:27That's enough for now, let's
- 14:28hide the eyes.
- 14:29But for teeth and body,
- 14:31let's select them again with
- 14:33the shift, UV, pack islands
- 14:36and here we go.
- 14:38Okay, so you can either
- 14:39extend the margin so they're
- 14:41packed with some spacing or
- 14:42I have UV packer, which
- 14:44is not necessary.
- 14:46But if you want to
- 14:47use it, you can use
- 14:48easy to install.
- 14:49And here we'll basically select
- 14:51all and set a padding
- 14:52instead of two to eight
- 14:54and press pack.
- 14:55It will basically reorganize the
- 14:58islands on the UV.
- 15:00All right, now let's go
- 15:02to our object and review
- 15:04the result.
- 15:05You know guys, I just
- 15:06realized that we actually missed
- 15:08something and we're gonna fix
- 15:09it right away.
- 15:10I think for the body,
- 15:11we need one more cut
- 15:13on here under the tail.
- 15:15So we're gonna draw a
- 15:17long line like this.
- 15:19All right, to disconnect the
- 15:21lower bottom and mark seam.
- 15:23All right, now we select
- 15:25this again, edit mode, right,
- 15:28press A, unwrap.
- 15:30All right, and we all
- 15:32do the exact same steps
- 15:33again.
- 15:34And now I like more
- 15:35how my lower body is
- 15:37placing.
- 15:38And now our model is
- 15:39ready for baking or texturing.
- 15:42We're gonna do baking.
- 15:43So first of all, we'll
- 15:45bake a normal map because
- 15:46that's pretty much the main
- 15:48reason why we have high
- 15:49poly model that has that
- 15:51geometry and stuff and small
- 15:52details.
- 15:53And as you can see,
- 15:54this model look very poor
- 15:56on details but we're gonna
- 15:57fix that with normal map
- 15:59with industry standard approach.
- 16:01So to do that, let's
- 16:02go to the shading tab.
- 16:03Let's select our low poly
- 16:05model.
- 16:05We can press shift A
- 16:07in this empty space or
- 16:09we can press add button.
- 16:11We can find texture, image
- 16:13texture.
- 16:13So we need just to
- 16:14create a texture.
- 16:16Let's press new, let's call
- 16:17it dyna normal.
- 16:19We can choose 4K texture
- 16:22resolution and you will need
- 16:23to disable alpha.
- 16:24Just keep the settings as
- 16:26mine.
- 16:26And create new image.
- 16:28Now this is basically a
- 16:29black image.
- 16:31Now let's enable our high
- 16:33poly model also and disable
- 16:36everything that we are not
- 16:37baking right now.
- 16:38So just make sure that
- 16:39the objects are hidden.
- 16:41First select our low poly
- 16:43model and then with shift
- 16:44press on the high poly.
- 16:46So that will basically mean
- 16:47that there is a selected
- 16:48and active model.
- 16:50We gonna need to change
- 16:52our render engine to cycles
- 16:54in the render tab.
- 16:56There we need to go
- 16:57scroll to the bake and
- 16:59here is it.
- 17:00We need to select bake
- 17:02type to normal as we're
- 17:04baking normals.
- 17:05As you can see, there's
- 17:05a lot of things we
- 17:06can bake and there is
- 17:07a diffuse for the color.
- 17:09We can also, I'll show
- 17:10you how to bake it
- 17:11right away.
- 17:12And as we baking from
- 17:14selected to active, the light
- 17:17yellow is active and orange
- 17:20is selected.
- 17:21It might be a lot
- 17:22of objects selected but in
- 17:23our case, it's like one
- 17:24is selected.
- 17:25So this settings is what
- 17:27we are gonna do for
- 17:28extrusion and max right distance.
- 17:31In our case, this setting
- 17:32should be enough.
- 17:34But again, that basically mean
- 17:35the distance from the geometry
- 17:37to look for the high
- 17:38poly geometry to get that
- 17:40information from it.
- 17:41We can clear the image.
- 17:42The margin eight pixels is
- 17:44okay.
- 17:45Now we just need to
- 17:46press bake button.
- 17:47Okay, so it will start
- 17:48texture baking.
- 17:49It might take a little
- 17:51bit.
- 17:51And here is the texture.
- 17:52You can see the results
- 17:54there.
- 17:54If you did everything right,
- 17:56you get the blue texture
- 17:57like this.
- 17:58First, save that texture to
- 18:00not lose it.
- 18:01Now let's hide the high
- 18:03poly model.
- 18:04And now let's connect normal
- 18:05map and see how it
- 18:06looks.
- 18:07So first of all, in
- 18:08color space, we'll need to
- 18:09select non-color.
- 18:11And the only thing you
- 18:11need to know here really
- 18:13is that color map remain
- 18:15as RGB and all maps
- 18:17like normal, roughness, metallic, they
- 18:20are non-color.
- 18:21Because this is normal map,
- 18:22select non-color, drag and
- 18:24drop and create another node
- 18:26called normal map and connect
- 18:28it to the normal output.
- 18:30And here we go.
- 18:31Just look at this.
- 18:33Let's enable I's and T's.
- 18:36I'll press control space bar
- 18:38on the viewport so we
- 18:40can focus and take a
- 18:41look on this.
- 18:42To exit this mode, you
- 18:43can also press control space.
- 18:45But guys, look at this.
- 18:47It looks just amazing.
- 18:50We transferred all the details,
- 18:52all the patterns.
- 18:53And this is our actual
- 18:55low poly model.
- 18:56This is an amazing base
- 18:58for a game asset.
- 18:59So you can take a
- 19:00look in different viewport presets
- 19:02and so on.
- 19:03You might think that it
- 19:04look like texture and why
- 19:06do we do such a
- 19:07long process to bake this?
- 19:09But that's not really it.
- 19:10The normal map is information
- 19:12about how light affect the
- 19:14surface.
- 19:15It basically imitate geometry.
- 19:17And you can actually see
- 19:19the difference between something that
- 19:22you paint on top if
- 19:23you reduce roughness and add
- 19:24some metallic.
- 19:25As you can see, it
- 19:26look like it's a real
- 19:27geometry when the light reflects
- 19:29it.
- 19:30So that's why we basically
- 19:32bake this information from another
- 19:34mesh, which has this.
- 19:36Okay, I will revert it.
- 19:37This looks really, really nice.
- 19:39Now let me show you
- 19:40how to bake color map.
- 19:41So I already did this.
- 19:43To do that, basically the
- 19:44process is exactly the same.
- 19:46We will actually need our
- 19:48model that we created in
- 19:49Hytem.
- 19:50Let's first take a look
- 19:51at it.
- 19:52Here it is.
- 19:52If we take a look,
- 19:54the eyes and teeth are
- 19:55not really there because we
- 19:57reworked them.
- 19:58So we're not gonna bake
- 19:59it and let's enable our
- 20:01low poly model.
- 20:02The important condition to make
- 20:04it happen is that they
- 20:06must follow or be as
- 20:08close as possible in the
- 20:10shape.
- 20:10Not a hundred percent, of
- 20:11course.
- 20:11You can regulate that with
- 20:13max right distance and extrusion.
- 20:15So in my case, it's
- 20:17pretty much okay.
- 20:18And we can try to
- 20:21bake it.
- 20:21We're gonna do select base
- 20:24low, with shift select AI
- 20:26model, go back here and
- 20:28here in the bake type,
- 20:29we'll select diffuse.
- 20:31Also the important thing I
- 20:33forgot to mention, the texture
- 20:34where we're baking, especially if
- 20:36in this case, we have
- 20:37like two texture already.
- 20:39The one that is selected
- 20:41with the white border in
- 20:43my case, that role will
- 20:44be chosen for a bake
- 20:45function.
- 20:46So if I start baking,
- 20:48the normal map will be
- 20:49selected and it will actually
- 20:50overwrite it.
- 20:51So we don't want it.
- 20:53And let's do that once
- 20:54again.
- 20:55Let's create new texture, let's
- 20:56say color.
- 20:57I can remove the blank.
- 20:59Okay, now you can see
- 21:00it's just a black texture
- 21:01and I selected it.
- 21:03The only thing we also
- 21:04need to do is that
- 21:05when we bake and we
- 21:07do not want to bake
- 21:08some light settings we set
- 21:11up in the scene because
- 21:11I didn't set anything.
- 21:14We'll need to disable the
- 21:15direct light contribution and only
- 21:17keep indirect in color.
- 21:18Keep selected to active clear
- 21:20image.
- 21:21All the thing is fine.
- 21:22And let's press bake.
- 21:24Okay, as you can see
- 21:25the baking process started.
- 21:26It might take a while.
- 21:28In my case, it takes
- 21:29around 30 seconds.
- 21:31All right, so here's our
- 21:32texture and it's baked.
- 21:34You can see that sRGB
- 21:35is blocked, but I mean,
- 21:37it's fine that it sRGB,
- 21:38but to enable that we
- 21:40need to basically save it
- 21:42and save it.
- 21:43And then all the settings
- 21:44are enabled, but let's disable
- 21:46AI model.
- 21:48So here is our guy
- 21:49and let's connect it to
- 21:51the base color.
- 21:52And here is the result.
- 21:54Is that bad actually?
- 21:55I mean, I am surprised
- 21:56like how good it is.
- 21:58Transferred some materials.
- 21:59There must be some artifacts
- 22:01as our model is a
- 22:04bit different, especially here.
- 22:05Yeah, I mean, that makes
- 22:06sense.
- 22:07But if you like the
- 22:08original texture, it can be
- 22:09a starting point for texturing.
- 22:12You can actually use it
- 22:14or you can create it
- 22:15from scratch and don't use
- 22:16it at all.
- 22:17And only continue with the
- 22:19normal map, right?
- 22:20So it's up to you
- 22:21what you want to do.
- 22:22And here is our final
- 22:24result.
- 22:25And I think this is
- 22:26an amazing job.
- 22:27Look how beautiful seems to
- 22:29look like the shading.
- 22:31And of course the UV
- 22:33map.
- 22:34All right, guys, I hope
- 22:35you enjoyed it.
- 22:35I hope you learned something
- 22:36new.
- 22:37Next video, we're moving to
- 22:38texturing.
- 22:39And after we're going to
- 22:40the rigging and animations, let
- 22:42me know if something is
- 22:43not clear, if I'm going
- 22:44too fast, too slow.
- 22:46Any feedback is welcome.
- 22:47Like and subscribe and see
- 22:49you in the next video.
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