@@tyler_puryear Question: How do you turn a high poly object and into a low poly duplicate of it. And for the materials, do I give every separate object a separate material or do I have every object combined together and give them different materials?
what appears clear is that it's quite 4 operations which could be done in one package as it's just repetitivfe as helle , and in human scale, this tuto applied to a building will become a trash of 3x the objects and 4x the operations: hey ! just tiring the hell of a process which could certainly be compressed in one : 1 chose the high poly (part of a complete bigger model) 2- chose the textures (in magazine and example of textures/matters): point on the image your needs 3- bake .. it's finished !! = low created for far viewing, but hidden the cage - - i'll wait till this process of simplifying the operations (and even have it easy to interven for few modification), but no way to use it to get my "houses" painted part by part as an old painting ! - simplify it please ! 12 operations are to be one package (and sure it's possible).
Just a note, on 1:47 it's not needed to assign image texture to UV islands of the selected mesh (if anyone has a question on that). This was a thing back then for Blender Internal renderer in 2.7x ol'days. Cycles doesn't have or use that, you assign an image texture in the node editor amd make sure it's selected in the Shader editor. There are addons to easen this task, including Bake Wrangler. On 3:10 you can just click and drag the button of the dropdown next to the image name in the UV editor window and drag it into the Shader editor window. This works as long as you already picked an image in the UV or Image editor To rename objects, press F2.
@@SVKU7 Thus is the trade off of what Blender currently offers, and we wanted to show how to do it without the need of "adding" add-ons. I know there are some out there.
I know this is old, but, apart from baking time, that heavily relies on your GPU power, Blender is "fine" for baking. It's better if you have an addon to bake, but apart from that, you can still do it fast if you use those addons. Yes, it's not like painter, but it's free...
this was great for the community in general and well explained. thanks. yes as people mentioned tex tools free but its very nice to have this as well so people know whats going on as things are baked. very cool.
Always super useful videos, thank you so much. I’ve been wanting to learn a more professional workflow but haven’t found any videos too in-depth on the high-poly bake to a low-poly model
@@Keilnoth True that you need a render engine, false that it won't be free anymore, plenty of apps with rendering engines are free. Also they have Epic money is not like they don't have resources.
Thanks a lot for the tutorial. I have been working on switching more of my Hard-surface workflow from SP to Mixer to help save on both time and computation strength.
Look, it's a great video, explained calmly and it's clear. But the process is tedious, it could be automated in Blender. I can't imagine how soul crushing doing this for a few hundred meshes much be.
2 года назад
I successfully backed normals with Substance painter on the first try, so after watching a third of this video, I’m like « nope ».
Notes and personal Q&A: At 3:00 If you are working on a new model, make sure you create a new material for the UVs you are working on in the editor if one doesnt exist. This might be confusing to follow along with since He is using a Model that already has a data slot like i encountered. 3:25 where the heck did you get "Stair Normals" from? I missed it, he made them at 1:35 in the UV menu.
noob here. So, if I don't have low/high poly models (say I just modeled something in blender and want to take it to Quixel), is that possible? Or that's not going work. I'm trying to follow the tutorial, but my normals map comes up flat. I was able to generate a color ID map though. When I import FBX into quixel, I have no base layer in there, so I can't seem to add the color ID map in there. AO map works fine.
The normal map captures the geometric differences between two models and imprints that into an image, so doing it without a low-poly model won't show any difference. The normal map doesn't matter if you don't do hi/low-poly meshes. I'm also just baking using a single mesh (For nanite) without using a normal map. I only experienced problems with noisy/grainy curvature bakes, but I think that's possibly my own bad setup, idk yet though. The video to me also seems to imply that the .fbx imports the textures in some way, which I don't think is possible. I just save them instead and load them into the project using the "Setup" tab.
I hope some one will answer me. If i understand correctly; in Quixel mixer in order to use an id map, it needs to be bake as part of the texture information . I can't add an id map manually, even if i've done one.
and also if you want to obj models transport with textures with displacement from mixer to blender part of the process need to be manual and its not possible to doit properly so another fail there.
Is this process the same for blender 2.93 and Mixer 2021? This seems like the most painstaking task ive ever seen. I had just downloaded mixer. Not sure I even want to texture meshes this bad. Do you have to do all this for Substance painter? If I could skip all this I'd gladly pay $20 a month. I think I'm going to have bad dreams about this! Great presentation though for the trainer
Have not used the new ADOBEsubstance3d thingy, but on 21, its waaay easier. You just open a baking menu, assign the high-poly mesh and click bake. Baking menu also includes settings for various things like baking depth and whatnot. Everything is then set up correctly, and you dont need to mess around with assigning any textures. The actual baking process generally takes longer than the set-up process. Also, the baked maps are all already imported into substance, as opposed to needing to manually transfer them if you bake in blender. btw, you can still buy a permanent licence for Substance Painter 2021. Its 120$, but thats about half of what an annual subscription of Painter3D costs. I hate Adobe, but compared to doing this in Blender, its a day and night difference. 2-5 min vs 20+ min. Highly recommend just watching a tutorial for Substance and seeing for yourself.
@@frostydelusions3066 Wow, thats a massive mistake and will cost them. They could legit work their way and compete to become the industry standard with a bake feature. Theyre holding themselves back. This statement alone has ensured I will stick with Substance over Mixer.
Hello. When I do this method, it consists of several objects, for example, 6 objects in each attempt, two of them may be textured, while the others come out with distorted texture. Can you help me why is this happening?
I'm pretty much brand new to blender and the 3D world (Just started this year). I don't understand the high poly/ low poly cconcept. I don''t know how to get two objects and have them both with different poly counts. Any help out there?
hi, how is the process to create id map for udim tiles? when i have 4 tiles in a model than i nead to combine this 4 pieces to one with ctrl+j and than create one uv tile, bake it and export to Mixer? will this one tilled map be compatible with my 4 tiled uv?
Hey guy I have one problem about bridge that when I sing in its stuck after that I tried to delete log files restart software but still I am facing that problem.please help me.
Blenders internal baking is nothing compared to substance painters - until I see mixer baking maps inside the software i'm not even going to humour using it - which is a shame because I really want to try and make the switch.
Is the Treads collection just a duplication of all the separate model parts joined together as one mesh for each type (cage, high, low) ? Did you create vertex groups assigned to your new materials ID groups then?
The treads are actually one of the separate model parts by itself; it's not a duplication of any of the other parts of the stairs. There aren't any vertex groups for this particular blend file, though you could set those up for the Material IDs if you wanted OR just selected a group of mesh faces in Edit Mode and "Assign" a material to those faces from the Material Properties panel which is the way this particular blend file was set up.
Tyler Puryear yeah I started to notice that towards the curvature part of the video. It’s a little unclear how he’s baking all the maps included the all in one material ids from just selecting the Treads collection. It was explained at the uncheck clear box part of the video but I suppose many steps were skipped to shorten the length of the video. I’ve noticed in other videos most multi-part models need to get joined together before being exported to fbx. Just trying to understand the best approach for baking the high to low blender workflow. I dread to think about the reset, rinse and repeat when having to make a major change.
@@tomoprime217 Well I cover the process of the multiple parts baking down onto the same texture map in the normal map part of the video. When I was explaining the Material IDs, AO, and Curvature, the baking process itself is all the exact same, so yeah, it would have been a repetitive process. As long as you have the "clear image" checkbox "unchecked" AND all the low poly models share the same UV Layout, then you can bake them all to one texture. You just have to do each model separately to get the cleanest bake. You CAN merge all the low poly models together and do one single bake, but "depending" on your model's complexity, you can see some unsavory results. Which is why I show them all separate. When it comes to exporting the low poly FBX, you do not have to merge them all together, you can, but you don't "have" to. Just make sure the you have all the low poly's selected like I show and choose "Selected Only" when in the export window.
Tyler Puryear I find it gets especially tricky if you don’t merge the models for character fbx export. I found this free plugin handy for generating material ids though it requires joining your models as one to get different vertex colors. See “Set Connected Vertex Colors” m.ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-jrPNCjVst8Q.html
Can someone inform me as to why I can't import "online" quixel materials to "local" so I can actually use them?? Inside of mixer I go to online materials and download the one I want to use and then nothing happens lmao
I'm new to using Quixel Bridge and UE and I'm stuck on something. I'll have UE open and then export my assets from bridge, so when I go in to the project, they're in the content browser. Works fine. However, then if I start a new project.. I cant figure out how to access those assets. They're not in the content browser, only "starter content," is. I made sure not to specify a project file when exporting, so am I just looking in the wrong place? Do I need to export/import them again somehow?
if you export assets to work on, you will need to reimport them, theres two options I know of 1/ if you change the asset a lot do a totally new import 2/ if the model in more or less the same right click the asset in UE4 and select reimport, it will either pull the asset updates straight in OR, pop a dialog box to browse to the asset to import, it often pops a dialog to showing the asset changes, if I remember rightly the fix option updates the asset in UE4 with your changes
Yes you can, if you use them with Unreal Engine it's totally free until you get 1 million dollars, after that you pay 5% to Epic. With other engines/softwares you have to buy the assest you want and then you can use them commercially.
I'm familiar with the process (have done it several times already), but what keeps me confused is how does cycles baker know in which image it should bake the texture? For instance, when you were doing the curvature baking, you had 4 unconnected texture nodes with images. How does blender decide in which it should bake the curvature? Is it the one selected in the UV editor (wierd)? Or the latest added texture node? What if I forgot to bake a normal map for the railing? What steps should I take, to bake normal map of the railing in the normal texture and not in the curvature? Thank you!
For cycles to know which texture to bake to, you just have to make sure the "Image Texture" node you want to bake to, is "selected/highlighted" in the Shader Editor of the LOW POLY model. It's always a good idea to have this same "Image Texture" show up on the UV Editor Window, but that is just only so you can visually see the bake results. What truly matters is that you have the node in the Shader Editor selected. You do not have to worry about linking any nodes together for the bake.
Cycles bakes onto the texture (image texture) node selected in the node editor or shader editor. so the process goes like this: assuming you have 1 UVmap and not multiple.. all you have to do is add an image texture node, click new, create your texture (name and resolution) keep it selected as a node, dont select anything else.. then go to the render tab, set the bake to whatever you want to bake (diffuse, glossy, normal, emit) and then hit bake.. the texture will be baked onto the image texture that you just created because you have it selected.. it can even overwrite other textures that are already there in the shader editor so you need to be careful which image texture you have selected before hitting bake.. also if you have multiple materials in 1 object you have to do the same process of adding an image texture onto both materials, keep it selected in the shader editor and then bake once, it will bake both materials on that single texture.. sorry for the text wall but i wanted to explain in detail (:
@@tyler_puryear Thank you! Got it :) It's all about selected texture node. Edit: Oh, are you THE Tyler ? The narrator in the video ?) If so, you're awesome! :)
Quixel shouldn't put time and resources into embedding a baking feature inside mixer. Whether there was baking inside mixer or not, you would still need to create a high poly mesh which is much more tedious than the baking itself. At least for me. Being able to draw precisely inside mixer would make baking abundant. For example if I can draw precise and complex normal data, or curvature data (or any data) on any mesh I wouldn't need to bake anymore....So I hope mixer will in future add some more good drawing features.
I have a question, I know shouldn't leave it under this video, but still, after I exported the textures from the mixer, I import them into Maya and render into Arnold, but the result is different from the look in the mixer, why so? P.s. All textures are connected correctly. Maybe a problem in setting them up, but I didn't find a tutorial / video showing how to properly connect textures exported from a mixer.
Its probably to do with the normal map, depending on the renderer used, the normals will be flipped if the YUP isn`t correct, Blender and Unity use OpenGL which is y+ and DirectX and Unreal use Y- normal maps, You need to find out what mixer and Arnold use as the renderer api and bake accordingly, you might even need to conevrt between mixer and Arnold if they are using different api.
its not a intuitive workflow between blender model to quixer mixer, sorry really nice software to use with bridge megascans objects but not for anything else. this is to much to do if you have multiple assets.its to much time consuming
Many of those details could have been easily painted in Painter/Mixer. No need to model or bake. You can check information about the Alien isolation pipeline
Can someone explain why baking is so painful? I design products in CAD and I want to render them in Quixel - not for games - but for product marketing but it never works because they never bake correctly and of course then Quixel does me no good
@@JulianMerghart Quixel is NOT a render engine. Its a tool that allow you to create PBR texture by blending titble textures with baked texture from your creation giving good resemblence look between low and high poly. This tool have feature that allow you to preview the result of your imported unwrapped models with blending texture al together. Like you mentioned. This tool never worked or bake correctly for you... Question is, have you unwrap your CAD model before you could import it in Quixel? Based on my experience as product designer in past, I'd suggest you, retopologize your CAD model and unwrap it. Or use render engine procedual materials and UV planes.
You can use Substance Designer. It's pretty automatic but it has many options to tweak, it lets you bake in batch, and has very good performance. It's a lot better than Painter, even if they use the same engine, because in Painter you are very limited.
Man baking in Blender is still a clusterF. Wonder why they are ignoring such an important feature and instead only improve the UI and and other random tat. Great tutorial though.
is there any plan to make this plugin work like a full software ? i cannot use it since its released because its still i beta, is not stable on win machine. all my drivers are every day up to date, but i cannot use it. its everytime crashing after 2-3 min. is there a plan to fix this in the next decade ? i know you guys got hired by epic, but is his the end of this plugin ?? now more developening on this ?...comon. make an update or something the world need it ! i go use substance painter, 20/m bu is working on every aspect at every time. so the money is absolut worth it ! Free means = not stable. think about it noobs