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How I Model From High-poly to Low-poly in Blender 

Tosmo
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4 окт 2024

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Комментарии : 39   
@chrisdotdash5154
@chrisdotdash5154 3 года назад
All of your recent videos have helped me so much! They are so awesome and simple to understand.
@Tosmo
@Tosmo 3 года назад
Hey, thanks a lot, I'm glad they help.
@aizen_rhyme_schemes
@aizen_rhyme_schemes 3 года назад
Also at 8:35 you can Ctrl Alt Click to select ring, then checker deselect, and finally select loops, it's faster if you have lots of loops
@Tosmo
@Tosmo 3 года назад
Damn it, I've been looking for this since 2.79 😂 thanks
@Maartenyt
@Maartenyt 3 года назад
This is the perfect video i needed, Thanks
@Tosmo
@Tosmo 3 года назад
Hey, glad it was helpful 😀👍
@iCamSkiEz
@iCamSkiEz 3 года назад
looking forward to the next part, great explanations!
@Tosmo
@Tosmo 3 года назад
Good to hear, I got a few more parts in this series of these workflow videos coming up.
@Malaphisis
@Malaphisis 5 месяцев назад
thanks
@thewave5536
@thewave5536 Год назад
Epic
@aizen_rhyme_schemes
@aizen_rhyme_schemes 3 года назад
At 5:30 you can simply replace high.001 with low instead of removing the digits and punctuation afterwards
@HaoChen-i2k
@HaoChen-i2k 3 года назад
awesome
@desfell0784
@desfell0784 2 года назад
Hmm, that's funny, I use the subdivision and bevel in exactly the opposite order :D Subdividing first and then beveling (with hardened normals). I tried to do it your way, but got a lot of artifacts, especially inward facing corners.
@BeanDar
@BeanDar 3 года назад
Nice!
@Tosmo
@Tosmo 3 года назад
Hi Bean 🙃
@varundoshi5136
@varundoshi5136 2 года назад
I'm having some problems with float geo...in substance it bakes the AO maps for the float but is not being able to bring normal information. Any idea why this happens?
@Tosmo
@Tosmo 2 года назад
You may need to adjust your max ray distance in the normal bake setting of substance, or check your float geo in Blender to make sure that it is just above the surface of your high poly mesh. Also float geo needs to be joined the corresponding high poly part. Other wise Substance recognizes it as a seperate mesh with no correspond low poly component to bake on to and ignores it.
@varundoshi5136
@varundoshi5136 2 года назад
@@Tosmo I was confused whether to join the floats to objects. Thanks But if i joined them they would also inherit the modifiers on those objects. Is there any way to bypass that?
@Arawn7755
@Arawn7755 2 года назад
How do I run the function in 9:07?
@Tosmo
@Tosmo 2 года назад
I am selecting linked pieces of geometry by tapping "L", float geometry are parts of your model that provide detail and are not actually connect to the overall mesh but rather "floating" just above the surface.
@Gemesil
@Gemesil 3 года назад
Is this 2.9? the remesh modifier doesn't work the same way on 2.8.2
@Tosmo
@Tosmo 3 года назад
Yeah this is 2.91 so it may be a little different.
@daredevildc261
@daredevildc261 2 года назад
Hi tosmo! Can we bake colors from high poly mesh? I mean what if I wanted to change the color of small nuts, because you have removed them from lowpoly mesh. When I bake the textures the nuts are only on normal map, so I can't change the color. I am using blender and substance painter. I searched and tried different ways, but nothing happened:(
@Tosmo
@Tosmo 2 года назад
Yes you can, from the options of which texture map to bake you can select diffuse to bake which ever color the high poly is material is emitting. The other option is to bake a ID map, giving parts of your model distinct color codes that can be color picked and set to a different material type in your texture editor. In some cases the workflow is a little different, but check out thorough bake demo that Quixel did on their channel for more details,
@daredevildc261
@daredevildc261 2 года назад
@@Tosmo Thanks mate.. you are great. ID map bake did the job:)
@gabrielobed
@gabrielobed 2 года назад
Can I pls know the name of the rifle?
@Tosmo
@Tosmo 2 года назад
Brownells BRN-10 an early 308 precursor to the m16/m4 Armalite rifles
@gabrielobed
@gabrielobed Год назад
@@Tosmo Thanks, btw is it the same as AR10
@ab-uo6rd
@ab-uo6rd 2 года назад
great video, 20000 is still very high tho
@Tosmo
@Tosmo 2 года назад
This depends on the game project of course, but you will typically create additional LODs as well. Many of the LOD0 models in Modern Warfare 2019 are between 20k-50k vertices
@ab-uo6rd
@ab-uo6rd 2 года назад
@@Tosmo that makes sense. Thanks a lot :)
@harkyn7180
@harkyn7180 2 года назад
Modern software can handle up to 50,000 - A game like Arma Reforger for instance has weapons with 50-70 thousand tris. (Their previous game on the other hand would burn at 5-10k)
@handlehaggler
@handlehaggler 8 месяцев назад
bruh. should title the video "how I ...."
@Tosmo
@Tosmo 8 месяцев назад
Lol, done
@wingtons416
@wingtons416 3 года назад
how do you active edge,face & vertex count of on screen?
@Tosmo
@Tosmo 3 года назад
There is a drop-down next to the viewport overlays. In there is a check box for text info and statistics, go ahead and turn both of those on.
@wingtons416
@wingtons416 3 года назад
@@Tosmo thanks ❤️ nice tutorial explained very well.
@co4erol
@co4erol 2 года назад
background music is so annoying :(
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