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Ep.3 UV map & Normal Baking - From AI to Game-ready — Transcript

by Stefan 3D AI · 3,983 words · 936 segments · language en · Watch on YouTube

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  1. 0:00In this video series, we
  2. 0:01learn how to turn AI
  3. 0:02generated 3D model into game
  4. 0:05ready.
  5. 0:05And today we're looking into
  6. 0:06UV map and texture baking.
  7. 0:08This is relatively simple step.
  8. 0:11And today we don't need
  9. 0:12anything but blender.
  10. 0:13In our previous video, we
  11. 0:14just finished to creating retopology
  12. 0:17or optimized model.
  13. 0:18So it doesn't matter if
  14. 0:19you did optimization with AI,
  15. 0:21you did it manually, you
  16. 0:22did it with quadramesher or
  17. 0:24so.
  18. 0:24The next step is basically
  19. 0:26to get our model ready
  20. 0:28to be textured.
  21. 0:29So the easiest step basically
  22. 0:31to unwrap it.
  23. 0:33And if you're working with
  24. 0:34a non-character object, something
  25. 0:36very simple, something like just
  26. 0:38a prop in your scene,
  27. 0:39you can basically go to
  28. 0:40edit mode.
  29. 0:41You can go to UV
  30. 0:43and do like unwrap smart
  31. 0:45UV project default settings.
  32. 0:47And then if we go
  33. 0:48to UV editing, you might
  34. 0:50see something like this.
  35. 0:51And basically it took the
  36. 0:52model, it cut it in
  37. 0:54some pieces.
  38. 0:54So they are more or
  39. 0:55less flat by the angle
  40. 0:57and we can start painting.
  41. 0:59But the thing is that
  42. 1:00these pieces might be cut
  43. 1:02in unexpected places, which might
  44. 1:04result in some strange artifacts,
  45. 1:06difficulty to paint it, especially
  46. 1:08when we talk about optimized
  47. 1:10model.
  48. 1:10And if we are allowed
  49. 1:11only to use low resolution
  50. 1:13texture like 1000 or less,
  51. 1:16then it might be very
  52. 1:17visible.
  53. 1:17And we might see some
  54. 1:19artifacts in areas where this
  55. 1:21is connected.
  56. 1:22So this is how nice
  57. 1:23UV look, especially for a
  58. 1:25character.
  59. 1:25You can actually understand what's
  60. 1:27happening here.
  61. 1:28There's a tail, a body,
  62. 1:29a back, spikes, teeth, and
  63. 1:31so on.
  64. 1:32Here you can see also
  65. 1:33the cuts and the cuts
  66. 1:35are placed in the areas
  67. 1:36where it will be less
  68. 1:38noticeable.
  69. 1:39So again, you first need
  70. 1:40to understand the purpose.
  71. 1:42If you're building a character
  72. 1:43for a mobile game and
  73. 1:44you will be only allowed
  74. 1:45to use like 2K, 1K
  75. 1:47texture, you need to do
  76. 1:49a nice UV.
  77. 1:50If this is an asset
  78. 1:50for your video and you
  79. 1:52just need to texture it
  80. 1:53quickly, you can basically go
  81. 1:54and unwrap it like with
  82. 1:56smart UV projection, as I
  83. 1:57showed just now.
  84. 1:58And that might be enough.
  85. 2:00You just set 4K texture
  86. 2:01and it will eliminate all
  87. 2:03the potential artifacts.
  88. 2:04Okay.
  89. 2:04So let's get started.
  90. 2:06Our dino actually has mirror.
  91. 2:09So let's first hide eyes
  92. 2:11and teeth.
  93. 2:13Now let's go back to
  94. 2:14edit mode.
  95. 2:14And what we're going to
  96. 2:15do is we will adjust
  97. 2:17shading a little bit.
  98. 2:19So as you might see,
  99. 2:20the transition of spikes to
  100. 2:21the body is like really
  101. 2:23smooth and I don't really
  102. 2:24like how it is.
  103. 2:25I think there should be
  104. 2:26hard transition on the bottom.
  105. 2:28And so goes for clothes
  106. 2:30and stuff.
  107. 2:30So we can go in
  108. 2:32edit mode using Alt plus
  109. 2:35left mouse button or with
  110. 2:37help of shift, we can
  111. 2:38select it, press right button
  112. 2:40and press mark sharp.
  113. 2:42It will basically tell the
  114. 2:44renderer that this edge should
  115. 2:46be rendered as sharp, which
  116. 2:48result in this hard transition,
  117. 2:50which I actually want.
  118. 2:51And now you can see
  119. 2:52it looks quite logical.
  120. 2:53We can do the exactly
  121. 2:54the same for the rest
  122. 2:56of the spikes.
  123. 2:57And here you go.
  124. 2:58Look at the result right
  125. 2:59now.
  126. 2:59Okay.
  127. 3:00Now they look exactly as
  128. 3:02I want them to look.
  129. 3:03I think we'll do the
  130. 3:04same for the mouse.
  131. 3:06All right.
  132. 3:06And we'll also do the
  133. 3:08same for the clothes, right?
  134. 3:09So the clothes definitely should
  135. 3:11be distinguished.
  136. 3:12So I press Alt on
  137. 3:14the loop.
  138. 3:14And if you have right,
  139. 3:15nice topology, it will be
  140. 3:17extremely easy for you to
  141. 3:18do.
  142. 3:19Alt or shift, mark seam.
  143. 3:20Okay.
  144. 3:20You can select something here.
  145. 3:22So to get in that
  146. 3:24menu, I just simply press
  147. 3:25right mouse button while in
  148. 3:27edit mode.
  149. 3:28And to switch between object
  150. 3:30and edit mode, you just
  151. 3:32press tab is like most
  152. 3:34useful key.
  153. 3:35Okay.
  154. 3:35Go back in tab.
  155. 3:37Let's actually do this for
  156. 3:38the mouse.
  157. 3:39Control, left mouse button, mark
  158. 3:42sharp.
  159. 3:43So now this looks more
  160. 3:44logical.
  161. 3:45The mouse is sharp, spikes
  162. 3:47and close.
  163. 3:48Guys, before we continue, I
  164. 3:49just want to thank you
  165. 3:50for your support.
  166. 3:51It's really important to get
  167. 3:52your feedback.
  168. 3:53If this video are useful
  169. 3:54for you.
  170. 3:55So as usual, 200 likes
  171. 3:57and I'm start working on
  172. 3:58next episode.
  173. 3:59Now we're gonna cut our
  174. 4:01model for UV.
  175. 4:02So basically it is same
  176. 4:05as in real life.
  177. 4:06Imagine we need to paint
  178. 4:08something, use printer.
  179. 4:09And we need to flatten
  180. 4:11that into some flat surface.
  181. 4:13So we can actually print
  182. 4:14on it.
  183. 4:14Right?
  184. 4:15So here is pretty much
  185. 4:16the same.
  186. 4:16We need to take an
  187. 4:17object, try to make some
  188. 4:19cuts so we can flatten
  189. 4:21it and actually apply the
  190. 4:23texture.
  191. 4:23So let's say the texture
  192. 4:24is a 2D thing, right?
  193. 4:26And object is 3D.
  194. 4:28The important thing is that
  195. 4:29when we talk about lower
  196. 4:31texture resolution, we need to
  197. 4:33be really careful where their
  198. 4:35seams are.
  199. 4:36Because on those seams, there
  200. 4:37might be some imperfection in
  201. 4:39the texture.
  202. 4:40When we talk about extremely
  203. 4:41big texture resolution, of course,
  204. 4:43there will be less noticeable.
  205. 4:45So imagine like we take
  206. 4:46a sphere and we can
  207. 4:48not unwrap it into the
  208. 4:49flat without cutting.
  209. 4:51Right?
  210. 4:51So that's what we're gonna
  211. 4:52see if we do not
  212. 4:54do enough cuts that it
  213. 4:56will be stretching.
  214. 4:57Right?
  215. 4:57So we theoretically, we can
  216. 4:59take a sphere and collapse
  217. 5:00it into some flat surface.
  218. 5:02But some areas will be
  219. 5:03extremely stretched.
  220. 5:05And if we paint some
  221. 5:06there, it will result in
  222. 5:07painting like some lines on
  223. 5:09the sphere.
  224. 5:09So again, there is a
  225. 5:11lot of reference how to
  226. 5:12do cuts for UV.
  227. 5:14And again, if you try
  228. 5:15it one time, you'll understand
  229. 5:16exactly the logic.
  230. 5:18And this is extremely simple
  231. 5:19process for this needs.
  232. 5:21Of course, there are complex
  233. 5:22objects and it might take
  234. 5:24a lot of years to
  235. 5:25know what is the best
  236. 5:26way.
  237. 5:26There are few deems and
  238. 5:28many, many other techniques.
  239. 5:29But we're talking on a
  240. 5:30base level and we just
  241. 5:31need to cut it so
  242. 5:32we can actually paint it
  243. 5:34or bake textures.
  244. 5:35So first we'll basically select
  245. 5:37Shift plus G and we'll
  246. 5:39select all the sharp edges
  247. 5:42that we already created.
  248. 5:44So Shift G allow you
  249. 5:45to select something by common
  250. 5:47property.
  251. 5:48Okay.
  252. 5:48Now they are selected, pressing
  253. 5:50right button and do Mark
  254. 5:52Seam.
  255. 5:53Okay.
  256. 5:54So these are the seams
  257. 5:55that are used for UV.
  258. 5:57We also need to cut
  259. 5:58each spike in half because
  260. 6:00yeah, we're not only this
  261. 6:02detached them from the main
  262. 6:04body, but we also cut
  263. 6:05them in a half so
  264. 6:06we can actually flatten them.
  265. 6:08Okay.
  266. 6:09I'll do the same process
  267. 6:10for all the spikes.
  268. 6:11Now let's do the same
  269. 6:13for the arm.
  270. 6:13The first thing we'll disconnect
  271. 6:15the arm, cut the arm
  272. 6:16from the body.
  273. 6:17Now we still need to
  274. 6:19cut it into half.
  275. 6:20We can actually make a
  276. 6:22line under the arm.
  277. 6:23Again, I'm trying to make
  278. 6:24seams in the areas that
  279. 6:26are not that visible.
  280. 6:27We'll also need to connect
  281. 6:29line here between fingers.
  282. 6:32So there is a complete
  283. 6:33cut.
  284. 6:34To actually see how this
  285. 6:35will be unwrapped, we can
  286. 6:38press on the edge, press
  287. 6:40Shift L and select Seam.
  288. 6:43So we select the current
  289. 6:45area and it will select
  290. 6:46everything that within the cut,
  291. 6:49right?
  292. 6:49So you can see.
  293. 6:50Also, as you can see,
  294. 6:50I already separated the clothes
  295. 6:52because they were selected as
  296. 6:54sharp and we marked all
  297. 6:56sharp as seam.
  298. 6:58And we can do unwrap.
  299. 6:59We can press right mouse
  300. 7:00button, go unwrap angle based.
  301. 7:02Now there is a tab
  302. 7:04called UV editing, especially designed
  303. 7:06to show the UV.
  304. 7:08And we can actually see
  305. 7:10how this is unwrapped into
  306. 7:12the 2D space.
  307. 7:13So basically you can see
  308. 7:14it, we cut it under
  309. 7:16the arm and it unwrapped
  310. 7:17it in 2D.
  311. 7:19We can also go in
  312. 7:21this menu, press activate the
  313. 7:23angle and it will give
  314. 7:25us the information if there
  315. 7:27is some critical stretching.
  316. 7:29It will be red if
  317. 7:30there is like extreme stretching
  318. 7:31more than 180 degree.
  319. 7:33But here if we see
  320. 7:34blue or light blue, that's
  321. 7:35absolutely nice.
  322. 7:37Then there is no critical
  323. 7:38areas.
  324. 7:38This might help you to
  325. 7:39identify where you need to
  326. 7:41add more cuts.
  327. 7:42So to release the texture.
  328. 7:45So extremely useful thing.
  329. 7:47In my case, I think
  330. 7:48I'm really happy with the
  331. 7:49result.
  332. 7:50Okay, let's disable that setting,
  333. 7:52go back and continue.
  334. 7:53We'll also need to cut
  335. 7:55flowers.
  336. 7:56Okay, so I will go
  337. 7:57in edit mode, select these
  338. 7:59two vertices and press J
  339. 8:02to draw another edge because
  340. 8:04I want to cut them
  341. 8:06horizontally.
  342. 8:07Okay, then here I also
  343. 8:09need to add an edge.
  344. 8:11Again, I just selected two
  345. 8:12vertices.
  346. 8:13By the way, there are
  347. 8:14three modes of interaction.
  348. 8:16As you can see here,
  349. 8:17right there is vertex, there
  350. 8:19is edge and the polygon.
  351. 8:21And you can easily switch
  352. 8:22between them by pressing one,
  353. 8:24two, three on the keyboard.
  354. 8:25So to draw an edge,
  355. 8:27I basically selected with control
  356. 8:29like two vertices in the
  357. 8:31vertex mode and press G.
  358. 8:33All right, and here we
  359. 8:34also mark seam and that's
  360. 8:35it.
  361. 8:36Okay, I think our arm
  362. 8:37is perfectly ready.
  363. 8:39Okay, we'll do the same
  364. 8:40exact thing for the clothes
  365. 8:42on the leg.
  366. 8:43All right, clothes on the
  367. 8:45leg is ready.
  368. 8:46Now let's detach the head.
  369. 8:49So here is my seam.
  370. 8:51Yeah, I will do like
  371. 8:52this because I think that's
  372. 8:54the best way to cut
  373. 8:55it.
  374. 8:55We can cut it somewhere
  375. 8:56near the mouse, but I
  376. 8:59think that should be enough.
  377. 9:00And I don't really want
  378. 9:01to do a lot of
  379. 9:03seams.
  380. 9:04So basically that's the reason
  381. 9:05why Nice UV don't cut
  382. 9:07face in many pieces because
  383. 9:08that's the point of interest,
  384. 9:10right?
  385. 9:10You basically look on the
  386. 9:12character face and you don't
  387. 9:13want like to see some
  388. 9:14lines or anything or like
  389. 9:16texture disconnection and so on.
  390. 9:17So that's why it usually
  391. 9:19cuts like that.
  392. 9:20So it is stretched at
  393. 9:21some degree, but that's totally
  394. 9:23fine.
  395. 9:23So, okay, we'll draw here
  396. 9:25so we can disconnect the
  397. 9:26body from the front side.
  398. 9:28We'll also disconnect a leg.
  399. 9:31So thanks to our topology
  400. 9:33with it, it is extremely
  401. 9:34easy.
  402. 9:35So we need to disconnect
  403. 9:36the bottom of the foot.
  404. 9:39All right, so let's select
  405. 9:41it here.
  406. 9:42Again, mark seam.
  407. 9:44All right, and I think
  408. 9:45we need to cut leg
  409. 9:48into half and we'll do
  410. 9:50it here in the less
  411. 9:51noticeable area, right?
  412. 9:53So we can select it
  413. 9:54now, unwrap, angle.
  414. 9:57And we can see something
  415. 9:58is not correct here.
  416. 10:00I think I missed something.
  417. 10:03The bottom should be detached.
  418. 10:07All right, let me check.
  419. 10:08I think I missed, oh
  420. 10:09yeah, here we go.
  421. 10:10I missed the area between
  422. 10:13fingers.
  423. 10:14We also need to cut
  424. 10:16it.
  425. 10:16And yeah, you can see
  426. 10:17now it's fine.
  427. 10:19Okay, so here we go.
  428. 10:21And it's already look quite
  429. 10:23amazing.
  430. 10:23We need to draw a
  431. 10:24line on there.
  432. 10:25Well, that's it.
  433. 10:27That's pretty much it.
  434. 10:28And I think for the
  435. 10:29nose, yeah, nose, you see
  436. 10:30there's quite a lot of
  437. 10:32curvature there.
  438. 10:33So we'll cut the nose
  439. 10:35hole here and mark a
  440. 10:37seam.
  441. 10:37All right, I like to
  442. 10:38click that.
  443. 10:38We can cut it inside
  444. 10:40and a half, but I
  445. 10:41think it's fine.
  446. 10:41About the mirror modifier.
  447. 10:43Again, it will speed up
  448. 10:44your process if your work
  449. 10:46with symmetric model, but that
  450. 10:48is not necessity.
  451. 10:49So you can basically go
  452. 10:51with the object and cut
  453. 10:52it.
  454. 10:52But again, it can't be
  455. 10:53asymmetrical object and you basically
  456. 10:55do exactly the same.
  457. 10:57It's just that here, it
  458. 10:58saves us a lot of
  459. 10:59time and eliminate some errors
  460. 11:02because it's just mirror exactly
  461. 11:04what we do and it
  462. 11:05is symmetrical.
  463. 11:06So just so you know,
  464. 11:07you don't need to use
  465. 11:08mirror if you're working with
  466. 11:10asymmetrical stuff or any simple
  467. 11:12object, that's totally fine.
  468. 11:13You don't need to cut
  469. 11:15everything in half.
  470. 11:16To continue, we'll actually go
  471. 11:17and apply our modifier.
  472. 11:20And now it will be
  473. 11:21as an object.
  474. 11:23And we'll go to edit
  475. 11:24mode.
  476. 11:24We'll press A on a
  477. 11:26keyboard, right mouse button, select
  478. 11:28unwrap, angle based.
  479. 11:30And let's see if we
  480. 11:31actually did it right.
  481. 11:32Also let's enable eyes and
  482. 11:34teeth.
  483. 11:34We need to cut eyeballs
  484. 11:36in half.
  485. 11:37The exact same thing we'll
  486. 11:38do for the teeth.
  487. 11:40But before we will apply
  488. 11:42subdivision modifier that we added
  489. 11:44like in previous video, basically
  490. 11:46go arrow down, apply.
  491. 11:49And while still in mirror,
  492. 11:51let's cut all teeth in
  493. 11:53half.
  494. 11:54So there's extremely useful command
  495. 11:56slash on a keyboard.
  496. 11:57And if you press on
  497. 11:58it, it will basically isolate
  498. 12:00temporary the object.
  499. 12:02So you'll only see the
  500. 12:02object that was selected and
  501. 12:04you can press it again
  502. 12:05to go back to normal
  503. 12:06view.
  504. 12:07It helps to focus on
  505. 12:08the object you're working with.
  506. 12:09So I'll did that.
  507. 12:10Now holding shift and clicking
  508. 12:13with alt, we can select
  509. 12:15the loops and cut them
  510. 12:16in half marks.
  511. 12:17See, all right.
  512. 12:19So here we go.
  513. 12:20Now we can select everything.
  514. 12:22So again, like we can
  515. 12:23jump into edit mode while
  516. 12:25selecting all the objects.
  517. 12:27And let's do the unwrap
  518. 12:28altogether.
  519. 12:29Let's reorganize a little bit
  520. 12:32our stack.
  521. 12:33So we'll have all our
  522. 12:35meshes altogether.
  523. 12:36So now we are in
  524. 12:37the UV editing tab and
  525. 12:39we can see what's happening
  526. 12:41here.
  527. 12:41Right away we can see
  528. 12:43that eyes are enormously big
  529. 12:47compared to other parts.
  530. 12:49And that should not be
  531. 12:50like that.
  532. 12:50It should take as much
  533. 12:52space as it is in
  534. 12:53real life.
  535. 12:54And that actually happened because
  536. 12:55we didn't set correct scales.
  537. 12:58We didn't explain like what
  538. 12:59real scales are or the
  539. 13:01object.
  540. 13:01And that's very easy to
  541. 13:02fix.
  542. 13:03We will go back to
  543. 13:05object mode.
  544. 13:05Then we go to the
  545. 13:06eyes and we'll press that
  546. 13:08menu.
  547. 13:08So we'll see the item
  548. 13:10transform.
  549. 13:11And here you can see
  550. 13:12that rotations in scale are
  551. 13:14values less than one.
  552. 13:16It means that we did
  553. 13:17some changes but we didn't
  554. 13:18say that this is like
  555. 13:19the initial scale.
  556. 13:21If we scale it back
  557. 13:23to one, it will be
  558. 13:24a very, very big eye.
  559. 13:25To make this current state
  560. 13:27as a default, we'll basically
  561. 13:29press control A and select
  562. 13:32rotation and scale.
  563. 13:34Okay, so you can see
  564. 13:34object didn't change but there
  565. 13:36is like one, one, one.
  566. 13:37Now, if we select all
  567. 13:38object, do the same UV
  568. 13:40unwrapping, you can see that
  569. 13:41it looks way more logical
  570. 13:43and the sizes are correct.
  571. 13:45That's exactly what we want.
  572. 13:47Additionally, what we can do
  573. 13:48is in UV window, we
  574. 13:50can go to UV tab
  575. 13:52and we can select pack
  576. 13:54islands and it will organize
  577. 13:56things even nicer.
  578. 13:57Let's not do that right
  579. 13:58now.
  580. 13:59I think we will actually
  581. 14:01separate eyes into a separate
  582. 14:03object.
  583. 14:03It's a separate material.
  584. 14:05So to do that, like
  585. 14:06let's go to the eyes,
  586. 14:07go to edit mode, UV
  587. 14:09and pack islands.
  588. 14:12So yeah, now you can
  589. 14:13see the eyes take the
  590. 14:15whole space of the picture.
  591. 14:16But again, it means that
  592. 14:18we'll pack it on another
  593. 14:20texture.
  594. 14:21So let's go to material
  595. 14:22tab on the bottom, create
  596. 14:24a new material and let's
  597. 14:26rename it to eyes.
  598. 14:27That's enough for now, let's
  599. 14:28hide the eyes.
  600. 14:29But for teeth and body,
  601. 14:31let's select them again with
  602. 14:33the shift, UV, pack islands
  603. 14:36and here we go.
  604. 14:38Okay, so you can either
  605. 14:39extend the margin so they're
  606. 14:41packed with some spacing or
  607. 14:42I have UV packer, which
  608. 14:44is not necessary.
  609. 14:46But if you want to
  610. 14:47use it, you can use
  611. 14:48easy to install.
  612. 14:49And here we'll basically select
  613. 14:51all and set a padding
  614. 14:52instead of two to eight
  615. 14:54and press pack.
  616. 14:55It will basically reorganize the
  617. 14:58islands on the UV.
  618. 15:00All right, now let's go
  619. 15:02to our object and review
  620. 15:04the result.
  621. 15:05You know guys, I just
  622. 15:06realized that we actually missed
  623. 15:08something and we're gonna fix
  624. 15:09it right away.
  625. 15:10I think for the body,
  626. 15:11we need one more cut
  627. 15:13on here under the tail.
  628. 15:15So we're gonna draw a
  629. 15:17long line like this.
  630. 15:19All right, to disconnect the
  631. 15:21lower bottom and mark seam.
  632. 15:23All right, now we select
  633. 15:25this again, edit mode, right,
  634. 15:28press A, unwrap.
  635. 15:30All right, and we all
  636. 15:32do the exact same steps
  637. 15:33again.
  638. 15:34And now I like more
  639. 15:35how my lower body is
  640. 15:37placing.
  641. 15:38And now our model is
  642. 15:39ready for baking or texturing.
  643. 15:42We're gonna do baking.
  644. 15:43So first of all, we'll
  645. 15:45bake a normal map because
  646. 15:46that's pretty much the main
  647. 15:48reason why we have high
  648. 15:49poly model that has that
  649. 15:51geometry and stuff and small
  650. 15:52details.
  651. 15:53And as you can see,
  652. 15:54this model look very poor
  653. 15:56on details but we're gonna
  654. 15:57fix that with normal map
  655. 15:59with industry standard approach.
  656. 16:01So to do that, let's
  657. 16:02go to the shading tab.
  658. 16:03Let's select our low poly
  659. 16:05model.
  660. 16:05We can press shift A
  661. 16:07in this empty space or
  662. 16:09we can press add button.
  663. 16:11We can find texture, image
  664. 16:13texture.
  665. 16:13So we need just to
  666. 16:14create a texture.
  667. 16:16Let's press new, let's call
  668. 16:17it dyna normal.
  669. 16:19We can choose 4K texture
  670. 16:22resolution and you will need
  671. 16:23to disable alpha.
  672. 16:24Just keep the settings as
  673. 16:26mine.
  674. 16:26And create new image.
  675. 16:28Now this is basically a
  676. 16:29black image.
  677. 16:31Now let's enable our high
  678. 16:33poly model also and disable
  679. 16:36everything that we are not
  680. 16:37baking right now.
  681. 16:38So just make sure that
  682. 16:39the objects are hidden.
  683. 16:41First select our low poly
  684. 16:43model and then with shift
  685. 16:44press on the high poly.
  686. 16:46So that will basically mean
  687. 16:47that there is a selected
  688. 16:48and active model.
  689. 16:50We gonna need to change
  690. 16:52our render engine to cycles
  691. 16:54in the render tab.
  692. 16:56There we need to go
  693. 16:57scroll to the bake and
  694. 16:59here is it.
  695. 17:00We need to select bake
  696. 17:02type to normal as we're
  697. 17:04baking normals.
  698. 17:05As you can see, there's
  699. 17:05a lot of things we
  700. 17:06can bake and there is
  701. 17:07a diffuse for the color.
  702. 17:09We can also, I'll show
  703. 17:10you how to bake it
  704. 17:11right away.
  705. 17:12And as we baking from
  706. 17:14selected to active, the light
  707. 17:17yellow is active and orange
  708. 17:20is selected.
  709. 17:21It might be a lot
  710. 17:22of objects selected but in
  711. 17:23our case, it's like one
  712. 17:24is selected.
  713. 17:25So this settings is what
  714. 17:27we are gonna do for
  715. 17:28extrusion and max right distance.
  716. 17:31In our case, this setting
  717. 17:32should be enough.
  718. 17:34But again, that basically mean
  719. 17:35the distance from the geometry
  720. 17:37to look for the high
  721. 17:38poly geometry to get that
  722. 17:40information from it.
  723. 17:41We can clear the image.
  724. 17:42The margin eight pixels is
  725. 17:44okay.
  726. 17:45Now we just need to
  727. 17:46press bake button.
  728. 17:47Okay, so it will start
  729. 17:48texture baking.
  730. 17:49It might take a little
  731. 17:51bit.
  732. 17:51And here is the texture.
  733. 17:52You can see the results
  734. 17:54there.
  735. 17:54If you did everything right,
  736. 17:56you get the blue texture
  737. 17:57like this.
  738. 17:58First, save that texture to
  739. 18:00not lose it.
  740. 18:01Now let's hide the high
  741. 18:03poly model.
  742. 18:04And now let's connect normal
  743. 18:05map and see how it
  744. 18:06looks.
  745. 18:07So first of all, in
  746. 18:08color space, we'll need to
  747. 18:09select non-color.
  748. 18:11And the only thing you
  749. 18:11need to know here really
  750. 18:13is that color map remain
  751. 18:15as RGB and all maps
  752. 18:17like normal, roughness, metallic, they
  753. 18:20are non-color.
  754. 18:21Because this is normal map,
  755. 18:22select non-color, drag and
  756. 18:24drop and create another node
  757. 18:26called normal map and connect
  758. 18:28it to the normal output.
  759. 18:30And here we go.
  760. 18:31Just look at this.
  761. 18:33Let's enable I's and T's.
  762. 18:36I'll press control space bar
  763. 18:38on the viewport so we
  764. 18:40can focus and take a
  765. 18:41look on this.
  766. 18:42To exit this mode, you
  767. 18:43can also press control space.
  768. 18:45But guys, look at this.
  769. 18:47It looks just amazing.
  770. 18:50We transferred all the details,
  771. 18:52all the patterns.
  772. 18:53And this is our actual
  773. 18:55low poly model.
  774. 18:56This is an amazing base
  775. 18:58for a game asset.
  776. 18:59So you can take a
  777. 19:00look in different viewport presets
  778. 19:02and so on.
  779. 19:03You might think that it
  780. 19:04look like texture and why
  781. 19:06do we do such a
  782. 19:07long process to bake this?
  783. 19:09But that's not really it.
  784. 19:10The normal map is information
  785. 19:12about how light affect the
  786. 19:14surface.
  787. 19:15It basically imitate geometry.
  788. 19:17And you can actually see
  789. 19:19the difference between something that
  790. 19:22you paint on top if
  791. 19:23you reduce roughness and add
  792. 19:24some metallic.
  793. 19:25As you can see, it
  794. 19:26look like it's a real
  795. 19:27geometry when the light reflects
  796. 19:29it.
  797. 19:30So that's why we basically
  798. 19:32bake this information from another
  799. 19:34mesh, which has this.
  800. 19:36Okay, I will revert it.
  801. 19:37This looks really, really nice.
  802. 19:39Now let me show you
  803. 19:40how to bake color map.
  804. 19:41So I already did this.
  805. 19:43To do that, basically the
  806. 19:44process is exactly the same.
  807. 19:46We will actually need our
  808. 19:48model that we created in
  809. 19:49Hytem.
  810. 19:50Let's first take a look
  811. 19:51at it.
  812. 19:52Here it is.
  813. 19:52If we take a look,
  814. 19:54the eyes and teeth are
  815. 19:55not really there because we
  816. 19:57reworked them.
  817. 19:58So we're not gonna bake
  818. 19:59it and let's enable our
  819. 20:01low poly model.
  820. 20:02The important condition to make
  821. 20:04it happen is that they
  822. 20:06must follow or be as
  823. 20:08close as possible in the
  824. 20:10shape.
  825. 20:10Not a hundred percent, of
  826. 20:11course.
  827. 20:11You can regulate that with
  828. 20:13max right distance and extrusion.
  829. 20:15So in my case, it's
  830. 20:17pretty much okay.
  831. 20:18And we can try to
  832. 20:21bake it.
  833. 20:21We're gonna do select base
  834. 20:24low, with shift select AI
  835. 20:26model, go back here and
  836. 20:28here in the bake type,
  837. 20:29we'll select diffuse.
  838. 20:31Also the important thing I
  839. 20:33forgot to mention, the texture
  840. 20:34where we're baking, especially if
  841. 20:36in this case, we have
  842. 20:37like two texture already.
  843. 20:39The one that is selected
  844. 20:41with the white border in
  845. 20:43my case, that role will
  846. 20:44be chosen for a bake
  847. 20:45function.
  848. 20:46So if I start baking,
  849. 20:48the normal map will be
  850. 20:49selected and it will actually
  851. 20:50overwrite it.
  852. 20:51So we don't want it.
  853. 20:53And let's do that once
  854. 20:54again.
  855. 20:55Let's create new texture, let's
  856. 20:56say color.
  857. 20:57I can remove the blank.
  858. 20:59Okay, now you can see
  859. 21:00it's just a black texture
  860. 21:01and I selected it.
  861. 21:03The only thing we also
  862. 21:04need to do is that
  863. 21:05when we bake and we
  864. 21:07do not want to bake
  865. 21:08some light settings we set
  866. 21:11up in the scene because
  867. 21:11I didn't set anything.
  868. 21:14We'll need to disable the
  869. 21:15direct light contribution and only
  870. 21:17keep indirect in color.
  871. 21:18Keep selected to active clear
  872. 21:20image.
  873. 21:21All the thing is fine.
  874. 21:22And let's press bake.
  875. 21:24Okay, as you can see
  876. 21:25the baking process started.
  877. 21:26It might take a while.
  878. 21:28In my case, it takes
  879. 21:29around 30 seconds.
  880. 21:31All right, so here's our
  881. 21:32texture and it's baked.
  882. 21:34You can see that sRGB
  883. 21:35is blocked, but I mean,
  884. 21:37it's fine that it sRGB,
  885. 21:38but to enable that we
  886. 21:40need to basically save it
  887. 21:42and save it.
  888. 21:43And then all the settings
  889. 21:44are enabled, but let's disable
  890. 21:46AI model.
  891. 21:48So here is our guy
  892. 21:49and let's connect it to
  893. 21:51the base color.
  894. 21:52And here is the result.
  895. 21:54Is that bad actually?
  896. 21:55I mean, I am surprised
  897. 21:56like how good it is.
  898. 21:58Transferred some materials.
  899. 21:59There must be some artifacts
  900. 22:01as our model is a
  901. 22:04bit different, especially here.
  902. 22:05Yeah, I mean, that makes
  903. 22:06sense.
  904. 22:07But if you like the
  905. 22:08original texture, it can be
  906. 22:09a starting point for texturing.
  907. 22:12You can actually use it
  908. 22:14or you can create it
  909. 22:15from scratch and don't use
  910. 22:16it at all.
  911. 22:17And only continue with the
  912. 22:19normal map, right?
  913. 22:20So it's up to you
  914. 22:21what you want to do.
  915. 22:22And here is our final
  916. 22:24result.
  917. 22:25And I think this is
  918. 22:26an amazing job.
  919. 22:27Look how beautiful seems to
  920. 22:29look like the shading.
  921. 22:31And of course the UV
  922. 22:33map.
  923. 22:34All right, guys, I hope
  924. 22:35you enjoyed it.
  925. 22:35I hope you learned something
  926. 22:36new.
  927. 22:37Next video, we're moving to
  928. 22:38texturing.
  929. 22:39And after we're going to
  930. 22:40the rigging and animations, let
  931. 22:42me know if something is
  932. 22:43not clear, if I'm going
  933. 22:44too fast, too slow.
  934. 22:46Any feedback is welcome.
  935. 22:47Like and subscribe and see
  936. 22:49you in the next video.

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