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How to Bake Perfect Normals in Blender - Tutorial 

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Blender tutorial showing you how to bake a normal map from a high poly model, to a low poly model.
Download starter file: drive.google.c...
CC-BY footage from Sintel, by Blender.org
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1 окт 2024

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Комментарии : 1,5 тыс.   
@super_lito
@super_lito 4 года назад
Andrew: *gives instruction* Me: *pause the video and proceedes to apply instruction* Andrew: But that's the wrong way! This is the right way *gives another instruction* Me: *ctrl+z ctrl+z ctrl+z ctrl+z...*
@misriahproductions6280
@misriahproductions6280 4 года назад
blender freezes and screen goes white me:ohhh s%$t! Did I save?
@Mistery1307
@Mistery1307 3 года назад
@@higorss Well, I definitely mostly agree with you there, but for such a quick little tip like this, I think it's completely fair to just learn the exact steps needed rather than develop your own workflow for such a simple thing that would be better just to have as muscle memory of the exact steps.
@notbanned6158
@notbanned6158 3 года назад
@@higorss the whole point of "copying" is getting the steps down. That is what these tutorials are for.
@okie1630
@okie1630 3 года назад
@@higorss Doing in your own isn't learning either. Although I'm not gonna enlight a possible troll or whatever.
@higorss
@higorss 3 года назад
@@okie1630 But this is what a modeller that worked in Avengers Infinity War told me (Andrew Hodgson)... Well I guess he's wrong.
@Jazzydada
@Jazzydada 3 года назад
Using Blender 2.9 I succeeded the baking after hours of frustration and trial and error with the value Extrusion: 0,05 m, Max Ray distance:0,5 m, Output Margin: 2 px. Now I can finally move on to next chapter. Hope I can save someone else of this frustration with this info :-)
@beytullahberk3632
@beytullahberk3632 3 года назад
thank you man you saved my life
@jaredcrown5812
@jaredcrown5812 3 года назад
Thanks LOL i have 2.9 blender and I wasn't able to understand whats problem with my steps XD
@jaredcrown5812
@jaredcrown5812 3 года назад
Please pin this comment, It works.
@luongminh8274
@luongminh8274 3 года назад
Thank you sooo much, I've tried so many different settings but none of them worked until I read this comment!
@adrianeilsantos
@adrianeilsantos 3 года назад
Thank you! This still works. In my case I set Extrusion to 0.05 m, Max Ray Distance to 0.3 m, and Margin to 2 px. I recommend playing around with these values. Try to find the value that is closer to 0 m.
@zerbah
@zerbah 4 года назад
Here is a little update for anyone using Blender version 2.8x (in my case 2.83): 1. If you take a look at UV Mapping of the sculpted (highpoly) anvil model, you will see that most of the mesh that you were sculpting on is missing in the UVs. This causes problems for baking and makes the Normal map completely unusable. 2. To fix this, before doing baking, select first the low poly version of the anvil and then Shift select the new high poly sculpted one! That is the main catch. 3. In the Bake settings, you will see that the Ray Distance is set to 0 m - this needs to be changed to 0.05 or 0.04 (in my case). Also: - "Node mode" is called "Shading" in Blender 2.8x - "Color" in the Normal node is called "Color Space" (you need to set it to Non-Color). Hope this helps :)
@Ottom8
@Ottom8 4 года назад
This helped Zerbah, thanks. But honestly, I'm still struggling. Some of my hi poly vertices are inside my low poly vertices. Will this cause my weird colors? I didn't follow his earlier tutorials exactly, because I like to experiment; so I'm wondering if the hi poly model has to be outside of the low poly model for the baking to function correctly. All help is appreciated. Thanks.
@GaryParkin
@GaryParkin 4 года назад
I was just going to write this. lol, you beat me to it. :D
@velvet.velourr
@velvet.velourr 4 года назад
I'm using 2.9 version and this solution does not work for this problem, the normal map that gets created misses a lot of detail information. Doing the Andrew's way did not work too, don't know what do honestly.
@velvet.velourr
@velvet.velourr 4 года назад
@Kamar el-Dawla Fawzy thank you for your reply but my image for the normal map is already 4K :( I'll try to increase the size of the islands
@velvet.velourr
@velvet.velourr 4 года назад
@Kamar el-Dawla Fawzy increasing island sizes did not work at all
@Wildash
@Wildash 4 года назад
5:39 "NODE EDITOR" IS "SHADER EDITOR" FOR LATER VERSIONS
@francoiswessels8062
@francoiswessels8062 4 года назад
Thanx so much man. I struggled for hours trying to figure out what the hell he is doing translating from 2.7 to 2.8
@Hronotashilol
@Hronotashilol 4 года назад
Cheers mate!
@Wildash
@Wildash 4 года назад
@@Hronotashilol Cheers!
@liamfarnes5783
@liamfarnes5783 4 года назад
Omg this was stressing me out
@Wildash
@Wildash 4 года назад
@@liamfarnes5783 STRESS BEGON
@tondann
@tondann 7 лет назад
You should have T-Shirts saying "Switch it to Non-Color Data" :D
@zackmercurys
@zackmercurys 7 лет назад
non-color dah-tah.
@MrNobodyX3
@MrNobodyX3 7 лет назад
"Switch to non-color data" On a tie die shirt
@MrDoboz
@MrDoboz 7 лет назад
also one with "ctrl+alt+shift+c" and one with "apply object scale"
@nathanielwier8972
@nathanielwier8972 7 лет назад
With a vector portrait of Andrew I would buy all of these shirts
@absolutsolo2763
@absolutsolo2763 7 лет назад
I'd buy one.
@jeffersonadams8711
@jeffersonadams8711 Год назад
I figured out how to get this to work in Blender 3.4.1 with only 30 seconds of extra work. No cages or other tutorials needed. Follow these steps: 1) Follow everything Andrew does up to 2:45. The "UV Image Editor" is just called the "UV editor" in the current Blender version, btw. 2) In the popup at 2:49 you _MUST_ check the "32-bit float" box!!!! Fill out everything else in the popup exactly as Andrew does. 3) Continue doing what Andrew does (make sure you select the correct anvils like he says) until you reach 5:34. 4) At 5:34, do *NOT* split the UV editor screen in half! Instead, click into your _SHADING_ tab. 5) In the node section (lower half of your screen) search for the "Image Texture" node and add it in like he does. Select "Normal" in the image texture node's drop-down menu like he does. 6) Making sure the "Image Texture" node is the last thing you've selected, click back to your "Layout" tab and hit "Bake". It should bake correctly now. 7) At 7:50, you have to press the ">" symbol next to the "Select to Active" checkbox to find the ray distance option. It's called "Max Ray Distance" in the current version. 8) At 9:57, you can plug in the image texture into the "normal" slot on your "Principled BSDF" node. You can also just insert the "Normal Map" between them after you do that. 9) At 10:24, the "non-color" option can be found in the "Color Space" drop down menu of your Image Texture node. 10) After doing all this, my anvil was solid purple, so I tried deleting and then re-adding/reconnecting my "MetalCorrodedHeav..." node and that fixed the problem. You may or may not have to, but try doing that if your anvil still looks purple. Make sure it's connected to the "Base Color" nub of the Principled BSDF node. You should be good to go after that. Now I can finally finish this tutorial!
@RetrowaveVisions
@RetrowaveVisions Год назад
Thanks so much for this!
@shokomann
@shokomann Год назад
I will try that thank you
@muralidharanpv1962
@muralidharanpv1962 Год назад
Thnx
@tranvietanh3324
@tranvietanh3324 Год назад
thank you sir !
@meloon6426
@meloon6426 Год назад
I really appreciate that🙏
@Badinfluence4
@Badinfluence4 5 лет назад
In Blender 2.8 for problem at 7:07, RAY DISTANCE is hidden as a drop-down under "Selected to Active" in the bake menu!
@asinglelettuce598
@asinglelettuce598 5 лет назад
god bless you
@anyeos
@anyeos 4 года назад
Or you can use the addon TexTools that helps you bake all kind of images with simple options.
@gregmontroni1348
@gregmontroni1348 4 года назад
@@asinglelettuce598 Hahahaha I thought that too!!!
@PaniPoziomkowa
@PaniPoziomkowa 4 года назад
You are my hero! Thank you!
@RR-kn1tg
@RR-kn1tg 4 года назад
marry me
@alexandreboule-bouchard8468
@alexandreboule-bouchard8468 3 года назад
I've spent way too much time messing about since yesterday and only just found the answer I needed deep in the comments. If you use Blender 2.9 and follow Andrew's exact method, your normal map will look like total garbage. To fix this, add some extrusion when you bake your normal map, it's the setting just over the max ray distance setting. I don't know the optimal ammount of extrusion you should add, but I've tried 0.1 and 0.02 and both seemed to give the same (good) result. I kinda wish this tutorial would be remade for the current version, I wasted a lot of time on this
@theogoes7
@theogoes7 3 года назад
tks man. Save my day
@alejandrosoto9792
@alejandrosoto9792 3 года назад
Hi, my normal map looks like total garbage, but when andrew changed his extrusion to .05. You can tell the indents he made on the anvil. Mine only has the color smudged all around, and when I try to put it onto my anvil, it looks all pixelated for some reason. Any help?
@drumboarder1
@drumboarder1 3 года назад
@@alejandrosoto9792 sounds like either the uv being stretched or the resolution of the normal/bump map being too small
@anthonyzheng7004
@anthonyzheng7004 3 года назад
the rest of my UV map is fine, but the horn has these creases and rib like lines, like the ones in the sculpting video, despite not being on my high poly mesh. My high poly mesh is fine. So does anyone know why these lines are appearing in the UV map?
@beef4365
@beef4365 3 года назад
@@anthonyzheng7004 i believe if you hold shift while in sculpt mode, it'll work as a smoothing brush and you can smooth out those edges
@dmp9356
@dmp9356 2 года назад
Yeah man, you definitely need to update this video. Not only update it, but spend more time dealing with what is required to make a quality bake. This took way too much time for myself and apparently many other viewers. All of your other content is amazing, but this anvil tutorial is way too out of date to keep suggesting it as the next step after the donut tutorial.
@khrenovina
@khrenovina 5 лет назад
Video: lasts 13min. Me: Spent 5 hours to do it. Tnx for the tutorial!
@64br13l2008
@64br13l2008 4 года назад
Andrew: It will take you about 30 seconds My PC: this little maneuver is gonna cost us 51 years
@SEZMALOIN
@SEZMALOIN 3 года назад
That makes no sense
@nexustarget442
@nexustarget442 3 года назад
@@SEZMALOIN how?
@davi.alexandre
@davi.alexandre 3 года назад
@@SEZMALOIN "is this some sort of peasant joke that i'm too rich to understand?"
@_Shinique
@_Shinique 3 года назад
"It's been.... 84 years." - Titanic Reference
@Lumpappsofficial
@Lumpappsofficial 6 лет назад
@3:53 No need to control-C and Control-V Just click and drag from the first to the second value. There you go, little trick :)
@samdavepollard
@samdavepollard 4 года назад
super useful; had no idea that was possible; many thanks
@Topplethepyramid
@Topplethepyramid 5 лет назад
Dammit, this is where it all breaks down for me. Nothing is as Andrew describes it...
@PaulsPickles
@PaulsPickles 5 лет назад
In Blender 2.8 the Bake drop-down is located in Render, then change the Render Engine to Cycles. Once that's done scroll down and you should see Bake.
@oreganopotatohead8901
@oreganopotatohead8901 5 лет назад
thank you!
@samtung
@samtung 4 года назад
Thank you!
@lmmao406
@lmmao406 4 года назад
Thank you
@younesadi7958
@younesadi7958 4 года назад
Thank you
@ZenMonkeyGod
@ZenMonkeyGod 4 года назад
Not all heroes wear capes.
@melbendigo
@melbendigo 3 года назад
I almost bailed, but was able to follow with help from the comments and googling. It would be great if this video could be annotated to have a little note pop up whenever something is done a little differently. Because it's a great tutorial, just needs a little updating so people can follow in newer versions.
@anastasianikolayevnaromano612
@anastasianikolayevnaromano612 3 года назад
Hii what did you do? I'm struggling with the baking part :c When I hit bake It stays black
@melbendigo
@melbendigo 3 года назад
@@anastasianikolayevnaromano612 I'm so sorry, Anastasia, I don't remember what I did. I would have to do the tutorial over to remember what I did, but I do remember that the bake took quite a while, and I thought it was just black. I walked away and came back to my computer after a while and there it was, baked. But I know to get through it, I just to read comments and google around whenever I got stuck. If you get too stuck, I would say go on to other tutorials about baking then come back another time. I have lots of older tutorials on hold until a later time when I'm able to translate it easier ;-)
@anastasianikolayevnaromano612
@anastasianikolayevnaromano612 3 года назад
@@melbendigo Thank you! I resolved the problem
@pikachufan25
@pikachufan25 3 года назад
@@anastasianikolayevnaromano612 i know you resolve the issue but just for other people to know :D in "Bake" there is "Bake Type" Change the "Bake Type" from "Combine" to "Normals"
@anasselidli8233
@anasselidli8233 3 года назад
@@anastasianikolayevnaromano612 how did you fix it please?
@RAFLAMOLAO
@RAFLAMOLAO 4 года назад
Blender Guru: "You wanna make sure that both the high poly and low poly mesh are sharing the same position" Me: " O_O " Me: *Goes back to the previous video* Blender Guru: "Before we do any detail, make a copy of your current mesh and put it on a new layer" Me: "GG..." *closes Blender*
@monochroma4045
@monochroma4045 4 года назад
u can still retopologize the high poly mesh to get a low poly mesh
@grayjackgaming1746
@grayjackgaming1746 4 года назад
I completely missed that step as well! In the last video I refused to do the dyntopo because it would ruin the texture image. Now I realize why that wasn't working for me.
@pd5156
@pd5156 4 года назад
He is refering to low poly as an object before apply subdivision modifer and then sculpting or much before that?EDIT. ok I asked before starting video :D
@juansebastianpacheco8014
@juansebastianpacheco8014 4 года назад
SUPER F
@Manas-co8wl
@Manas-co8wl 4 года назад
🤣 Hey man that's what his starter file is for it's okay you followed through right?
@BatteryProductions
@BatteryProductions 7 лет назад
You have the one of the best free blender videos out there man.. thanks..
@blenderguru
@blenderguru 7 лет назад
Cheers mate :)
@LisaMiza
@LisaMiza 7 лет назад
Then Think about the paid once :o
@MrMeissour
@MrMeissour 5 лет назад
@@blenderguru can you bake the final look into a texture? Ty
@amanthangellapally2067
@amanthangellapally2067 4 года назад
@@MrMeissour yeah
@dimawom
@dimawom 2 года назад
[ Blender version 3.0 ] Maybe will help somebody, who tried everything but still has green/orange colors on NM. I'm also a beginner, and I found this solution works for me: 1. On your low-poly model try to slightly move some loopcuts, especially in the places where you have those glitches. Check them in the UV Editing tab. But don't touch seams. 2. Use shrinkwrap modifier on lo-poly (and the target will be hi-poly), with small amount of the offset (0.002m for me). 3. In render section temporarily change max samples to about 100, and turn off denoiser. 4. In Bake section leave Extrusion at 0, and play just with Max Ray Distance. For me the best value of MRD was 0.0005m 5. Also here in Bake - Output I put 1 px for Margin. Maybe I am wrong, but it seems to be more small details on NM with this value. 6. So play with Ray Distance, and when you-re satisfied, turn Max Samples back to 4096 and Bake It!
@BadiArt
@BadiArt 7 лет назад
the reason i like love this man and his tutorials is : he always has that face, i learned something new and im gonna share it with you guys. keep it up andrew
@nulkecola
@nulkecola 7 лет назад
Other things to know about normal maps. 1 / you can bake multiple objets on a low poly mesh (selected to active) 2 / all objects must be in the same shading, all "smooth" or all "flat".
@valentina.b.4867
@valentina.b.4867 7 лет назад
thank you very much. I got some weird "stripes". With smooth shading on both object... it worked perfect! :)
@cmendes1
@cmendes1 6 лет назад
same, thank you !
@LawrenceAaronLuther
@LawrenceAaronLuther 6 лет назад
yatta! That did it! Thank you thank you thank you...
@Blend3d
@Blend3d 5 лет назад
So glad I read your comment, My second simple mesh was not set to smooth and the horn had strips down it's length, Thanks for posting!
@NyanSpider
@NyanSpider 5 лет назад
Thanks
@soumyakantigiri
@soumyakantigiri 4 года назад
For those who have maintained realistic proportions of the anvil stretching no more than a meter. Reduce the max ray extrusion in micrometers to avoid some surfaces which are cm's away from each other like the circular hole. For me, it worked at 0.000005 m or 5 μm.
@WinterzFreeze
@WinterzFreeze 2 года назад
Thank you, that would have been frustrating had I not seen this
@jean-sylvainouellet6040
@jean-sylvainouellet6040 3 года назад
Funny how we learned modelling with a donut and baking with an anvil...
@Deehn
@Deehn 2 года назад
For 3.2.x+ -You should not have to change max ray distance but only extrusion & margin possibly - To find the correct extrusion number, you can easily measure what is the biggest bump on your high poly model compare to the low poly model (Layout space - side view - Measure ). -Once you have this, input it in the extrusion (in the Bake properties). For me, it was 14mm. Set the margin at 2px, and select the High poly first then low poly. - If you get some solid colour in your normal map, then adjust accordingly the extrusion to be higher or lower by small increment until you erase all solid colours (generally, higher will be the answer). The bigger the solid colour areas, the bigger the increase is likely to be. For instance, if you tried 14mm and get large colour area, go for 20mm. If very small area, try a sensible 16mm ... etc This workflow worked for me, hopefully it is helpful.
@stripes8825
@stripes8825 2 года назад
I was really close of giving up on this tutorial, just because of this problem, I've spent at least 3 hours trying to find out what's wrong, this totally fixed it, thank you so much for it !!
@emissaryfromhell951
@emissaryfromhell951 2 года назад
thanks
@kennythefatnord
@kennythefatnord 2 года назад
You're a fucking babe for this thank you
@kenterte
@kenterte 3 месяца назад
works in blender 4, thanks!
@cornerliston
@cornerliston 5 лет назад
10:30, non colour data now (2.8) found in the colour space drop down.
@davidskinner6781
@davidskinner6781 4 года назад
It won't let me select the drop down :(
@arunparmar7655
@arunparmar7655 4 года назад
You have to save the normal map before you can edit the colour space.
@JoelMacarioArt
@JoelMacarioArt 5 лет назад
Make a 2.8 complete tutorial like this one please. not only the interface changed but also what happens in different actions.
@cosmovate4081
@cosmovate4081 5 лет назад
Hi! I don't think you should download 2.8 right now because its still under development. Also You must focus more on 2.79 version because It will give you a good grip over blender and when you feel comfortable with it you can then download the new version because there will be a minor change in it... Also by then you will get the original version... Better than Beta. And you will then be good to go. Hope this helped : )
@naveentechs
@naveentechs 4 года назад
@@cosmovate4081 now we do need a 2.8 ver
@Manas-co8wl
@Manas-co8wl 4 года назад
Yeah I already modeled the donut, plate, spoon, chair and now this. Just one more modeling with uv unwrap/sculpt/texturing in version 2.8 and I think I'm good to go on my own.
@JM-ty6uq
@JM-ty6uq 4 года назад
@@Manas-co8wl I feel the same way! I would have been absolutely lost if I started on this tutorial, however, after doing the donut, plate and spoon tutorial I felt comfortable finding the tools in the 2.8 locations in order to follow this one.
@Thunderbird1337
@Thunderbird1337 4 года назад
I've done this tutorial in Blender 2.8.1 and it wan't a problem at all.
@valenticu
@valenticu 3 года назад
Honestly, I've followed your doughnut and chair tutorial with little to no problem, but this is the one part that has me absolutely stumped. I've worked with baking in Maya, 3D Coat, and Substance Painter, and I am still trying bake this one object in Blender. I genuinely feel like a video just going more in depth with baking in Blender would be really helpful to a lot of viewers. I had to watch and troubleshoot so much stuff just to get working what would normally be simple in other programs, and I still am not completely happy with the results. Considering how important normal maps are in game dev, and the fact that a lot of users that use Blender typically don't have access to paid programs like Coat or Painter to generate normal maps easier, I feel like it'll be genuinely beneficial to your community to go in-depth with baking with the newer versions. Otherwise, good tutorials! I'm enjoying my slow migration from Maya to Blender : ) Cheers from Melbourne mate
@derschnuff8819
@derschnuff8819 2 года назад
Hi Van, i am trying also to get a good looking bake. It seems in Blender 3.1, that wherever i placed seams for UV-Unwrapping, theyll show up in the Normalmap as sharp edges. The low-Poly-Modell is already subsurfed/rounded (Applied) so it does not have such sharp edges actually. They highpolymodell looks clean aswell. But for some reason ill get that sharp lines wherever a seam is in place. The magical non-color-data, 32-bitfloat or cage -trick is set aswell - no difference. Seems to me, that the bake at the UV-island-borders seems to have faulty information. Looking since three days to get rid of them. I already did this tutorial in 2018 and back then, it worked without such problems. So i wonder what has happened. Baking normals is a very basic tool that should simply work. Did you make any progress?
@akramsafiyazov3404
@akramsafiyazov3404 2 года назад
@@derschnuff8819 Hi mate, I'm struggling this same problem for days, and managed to fix it slightly by rounding the edges on LP completely and using shade smooth. Yet in deep cracks they still clip through. Have you resolved it yourself?
@derschnuff8819
@derschnuff8819 2 года назад
@@akramsafiyazov3404 No Chance...and unfortunately no attention by any users in the community. If i am doing something wrong, nobody was able to tell me what setting/action is causing the problem. It is very frustrating. Adding additional geometry might help, but is a normal map not the reason to keep the final poly extremly low & simple in the first place?
@akramsafiyazov3404
@akramsafiyazov3404 2 года назад
@@derschnuff8819 I kept the mesh geometry as it is. In the LP moving edge loops on sharp edges by double G more to the flat center may help round them, so the clipping is less visible
@taminaion
@taminaion 4 года назад
6:39 UV Unwrap High Res Mesh Before attempting BAKE!
@tomaspetruz7774
@tomaspetruz7774 4 года назад
OMG FINALLY! took me a day of struggle to get successful results as in the video, just unwrapped them both again (the high-poly took like forever) and strange cuts and fancy colours disappeared from the uv-map..literally saved me many more hours of increasing ray distance and watching other tuts :D
@AmBush2048
@AmBush2048 4 года назад
Are you kidding me? Why is this not mentioned anywhere? Why was it not in the video?
@taminaion
@taminaion 4 года назад
@@AmBush2048 Even great people forget things ;3
@PommernStudiosOfficial
@PommernStudiosOfficial 2 года назад
For everyone who uses a newer version 2.8 (and higher) of Blender. Check out this tutorial instead: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-DQPjIGncXcM.html I hope I could help. Make sure, that nothing is overlapping.(In the UV Editing Tab) If you want to change something in the Normal Map, go to "Texture Paint" and draw with a white Brush. (Blender don't understand the Information of a white Color in a Normal Map. Therefore it does not affect to the texture of the mesh either.)
@gamesbeards4337
@gamesbeards4337 6 лет назад
Congrats on the big news bro ! Hope your girl will teach us Blender v8.5 tutorials once she starts tutoring for Blender Guru. Btw for anyone asking about how Andrew learned to use Blender this well on his own - he has a time machine, so he went to the future, watched his own tutorials and then came back with that knowledge. There's no other explanation.
@cantstoplying
@cantstoplying 3 года назад
If you use 2.9 and changing the ray distance doesn't fix the normal map, change the extrusion to 0.04 (or something around that) and the max ray distance to 0 and it should work.
@botobeni
@botobeni 3 года назад
haha thx
@FlamezGamingandmore
@FlamezGamingandmore 3 года назад
thankyou bro and thank God for this comment section or else i would have been lost
@michealstephenson2716
@michealstephenson2716 2 года назад
Worked for me in 3.3
@HariEdoTV
@HariEdoTV 7 лет назад
There should be a simple script that automates the "make a new 4k texture, make a new material, apply it all to the active object" dance that you just did. Similar to the script which does the "import image as plane" workflow. It's little everyday but tedious tasks like this which give serious Blender adoption such a bad time.
@robwahl
@robwahl 5 лет назад
5:41 - Blender 2.8 - Node editor became Shade editor
@MrBaumTV
@MrBaumTV 5 лет назад
Thank you. I almost got crazy
@bobhutchinson3638
@bobhutchinson3638 4 года назад
@@MrBaumTV 😁
@therubysniper9892
@therubysniper9892 2 года назад
For blender 3.0 users. Ray distance is now called extrusion and Max ray distance is best kept to unlimited. hope this saves a headache.
@aguysomewhere8277
@aguysomewhere8277 2 года назад
Thank you! You did indeed avert at least one headache here!
@derschnuff8819
@derschnuff8819 2 года назад
OH MY GOD.....I was already wondering. Thank you for that information. Why do the devs renaming all this stuff into "it was once this, but now it is this"...super confusing for users.
@MMQ4
@MMQ4 7 лет назад
I ve got a problem, well i baked everything directly way that Andrew did, but when i came to render, all scrathes, sculped details were in weird spots, for example, a line that should be on the top edge, was on the base of Anvil, could you help me ?
@MMQ4
@MMQ4 7 лет назад
Brent Schriemer thanks for your advice man, i will try i tommorow, hope it will help, if not i dont have an idea what can be wrong
@HollowedEmpire
@HollowedEmpire 7 лет назад
I had the same problem too. For me, it turned out to be from scaling up the UV coordinates from the previous video, to make it repeat the texture since it would wrap around and repeat it. Because of that, it only baked part of the model onto my normal map, and the UV coordinates were repeating this partial bake over the rest of the model, causing random parts to appear all over. Just scale down the UV coordinates on the lower poly model so it all fits into the image, and rebake it. This goes along with what Brent was saying too.
@MMQ4
@MMQ4 7 лет назад
HollowedEmpire okey Bro, can u tell me how to scale down UV coordinates ? Im guite new at blender and im still learning, i need exact instructions
@HollowedEmpire
@HollowedEmpire 7 лет назад
Sure! First have the 3D view and the UV/Image windows open like in the tutorial. You first select the low poly model in the 3D view while in edit mode (tab to enter edit mode, A, A to select all), and then you'll see the geometry in the UV/Image window. In that UV/Image window, select all, and then press S to scale. You can then scale down the geometry to fit within the image bounds. After that rebake, and it should all fit inside properly and also tile correctly across the model.
@makulVR
@makulVR 7 лет назад
Thanks! That's exactly the way it works! Thank you!
@Aiyoros
@Aiyoros 7 лет назад
You are really a Blender Guru =)
@toresubas7778
@toresubas7778 7 лет назад
he is Blender God...
@niqolas
@niqolas 2 года назад
I got stuck on bake tutorial. Hah. The rest was fine.
@blundy1
@blundy1 3 года назад
*This* portion of the tutorial is fairly outdated now that 2.9x is out. It is pretty significantly different. I managed to get through it with some extra time and reading comments below. For the bake, playing with the extrusion settings and max ray distance (all below 0.5) and the output margin pixels helped get a cleaner bake.
@trashikan
@trashikan 2 года назад
How do I do this its not working AAAAAAAAAAAAAAAAAAAAAAA
@cvic9842
@cvic9842 5 лет назад
I clicked bake instantly and it baked it perfectly first time without setting up anything, I won't question it
@francoiswessels8062
@francoiswessels8062 4 года назад
Same thing happened to me at first. Then I copied a previous backup of a blender file and tried again without success 🤔
@AltimaNEO
@AltimaNEO 3 года назад
The normal gods smiled upon you that day. Hope you bought a lottery ticket!
@emiremiremiremiremiremiremir
@emiremiremiremiremiremiremir 3 года назад
@@AltimaNEO nice pfp
@opticalpalm
@opticalpalm 3 года назад
For those struggling with creating a normal map following this method using 2.9x, here is a better way to do it in the new version of Blender: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-DQPjIGncXcM.html&ab_channel=Jayanam
@amogusussy
@amogusussy 3 года назад
thanks bro! you just saved my times!
@CaptainBlaine
@CaptainBlaine 2 года назад
This tutorial is a total nightmare in 3.0. Please remake this one!
@ferbragga
@ferbragga 3 года назад
Ok... Blender 2.93 here - If you keep getting mustard colour even though you read all comments and already changed the Margin, Extrusion and Max Ray Distance settings... this is how I fixed it. Select one of the objects, hit tab to go into edit mode and press Shift + N to recalculate the normals. Do it for both anvils and bake again!
@emmanuelbellocq1572
@emmanuelbellocq1572 3 года назад
You are my hero of the day!
@leitrotro
@leitrotro 2 года назад
Man, I wish you prosperity in life
@Braindrain85
@Braindrain85 7 лет назад
Great tutorial! A few corrections, though. "Normal maps cost nothing in performance" is not true. Especially if you use a lot of 4k textures (like the one you baked). Those textures have to be stored in memory, too. You probably can't use your normal map in DirectX-Based engines (Unreal) properly without a little tweak (because Blender is OpenGL-Based). When they look weird in engine, try flipping the green channel (Y-Channel) either directly when baking, in Photoshop or in engine.
@CustomPhase
@CustomPhase 7 лет назад
Also need to mention that sampling ANY texture also introduces some performance overhead. The more textures you need to sample from - the worse the performance will be.
@AllNameAreGone
@AllNameAreGone 7 лет назад
that is also why, in game development, the normal map is usually of a lower resolution than the albedo, since the albedo shows the detail you see first. you can get away with a lower resolution for the normal map. the glossy and normal textures are also often combined into one texture, where the alpha channel of the normal map is the glossy texture, to save on memory.
@blenderguru
@blenderguru 7 лет назад
That's true. A better statement would be "next to no performance difference". Textures do add a slight overhead, but it's pretty insignificant to offline renderers. And yeah I probably should have mentioned the normal map types for those exporting to another rendering engine.
@ChrisD__
@ChrisD__ 7 лет назад
AllNameAreGone Woah, that's probably the most useful comment on RU-vid.
@Fafhrd42
@Fafhrd42 7 лет назад
Also Normal Maps don't contain height data. They contain angular data. (well, Normal data, but you know what I mean). If you have a subdivided face with a bunch of extrusions and a single face that is parallel to all the extruded faces and bake a normal map from the subdivided face to the non-subdivided one, you'll get a flat purple image. If you bevel all the edges, then the bake will pick up the curvature of those edges.
@SinaNouri21
@SinaNouri21 Год назад
Hi guru, why I can't bake normal properly, I did my best for rest ( modeling, Sculpting, Texturing ) but I can not bake normal, it doesn't work correctly, its similar to what I done in sculpting but there are flaws in the edges
@YueFoundChan
@YueFoundChan 3 года назад
Quick Tip! If you're wondering why you can see creases and lines on your normal map after baking, it's because your subdivision mod render is low. Upping the levels viewport doesnt do poo (obvs, I know that now). Up those numbers and it will be smooooothed out. Time saved: 3 hours. You're welcome.
@smortonmedia
@smortonmedia 3 года назад
Update for Blender 2.91 users: Use "Extrusion" instead of Max Ray Distance - for me, a 0.06 m worked well while keeping Max Ray Distance at 0 m. After an hour or so of farting around and trying the cage method, I finally tried Extrusion for the first time and it actually worked, to my surprise. The other thing: making sure your models are in the same collection... this sorta changes the order in which the objects are selected (shift clicking rather than ctrl clicking to select them) and I have no idea why this is a thing, but that seemed to make a difference for me. It's completely anecdotal, so I have no idea if it was truly a contributing factor or not. I'm a beginner, so just sharing anyways, hope this helps!
@smortonmedia
@smortonmedia 3 года назад
@@pd178 In render settings > Cycles > Bake tab... when you check the box "Selected to Active" you can expand the menu for that by hitting the arrow. There, you will see 3 options... checkbox for "Cage", "Extrusion", and then "Max Ray Distance"
@TrippyRexTech
@TrippyRexTech 3 года назад
thank you man, you saved me
@kojifrahm5022
@kojifrahm5022 3 года назад
savior. moving it into the same collection seemed to be the key
@smortonmedia
@smortonmedia 3 года назад
@@kojifrahm5022 so glad I could help!
@f4ust85
@f4ust85 3 года назад
Thanks man.
@blaupunkt1221
@blaupunkt1221 2 года назад
For blender 2.93: If anyone else has the problem that the normal stays black even though you baked, make sure to go to "image" and then click "reload" or just press alt + r in the image editor.
@francescosisolfi4384
@francescosisolfi4384 Год назад
I can't get the normal map properly! :( I think I have done everything correctly, but unfortunately the difference between the versions is clear enough, I also try to follow some of your advice but nothing, I haven't found the error yet... it could be an object connection error, like when at the beginning it move the low poly anvil to the level of the other high poly??? i really don't know what to do
@phosfine7793
@phosfine7793 7 лет назад
Please do a "Customizing the Interface" video for the new people, sometime! The high customizability and freedom of workflow is one of the things that really makes Blender stand out from other software, and I feel like you don't quite talk about it enough.
@swerrving5398
@swerrving5398 Год назад
For Blender 3.0 and above users!! I kept getting a mustard artifact for my whole normal map regardless of the Extrusion, Ray Distance, and Margin values. My fix: In the Overlays options along the top menu bar, turn on Face Orientation. If you see any red, it means your normals are facing the wrong direction. Select the mesh, tab to edit mode, select all vertices (a), alt + N for Normal options, then Recalculate Outside. This should turn everything blue, and you should be good to go! From here, my settings were: Extrusion: 0.03 m Ray Distance: 0 Margin: 16 px Hope this helps :)
@seekerrekees
@seekerrekees 2 года назад
For Blender 3.2: Select the LOW POLY anvil FIRST, then shift select the HIGH POLY anvil. In my case, setting the Extrusion to around 0.12m worked (I left the max ray distance to 0). Hope this helps!
@ripits_62
@ripits_62 2 года назад
Thanks!
@tamerlaneSF
@tamerlaneSF 2 года назад
It worked! After many hours of struggling, I finally got every step in place and it worked like a charm. If you make multiple attempts to bake this and it comes out wrong, it helps to delete some of the extra images and textures before trying again.
@WooperGamerYT
@WooperGamerYT 2 года назад
whenever I do this it says it found no UV on the high poly anvil
@tjseries3057
@tjseries3057 2 года назад
@@WooperGamerYT you are supposed to select the high poly first then the low poly. Of you select the high poly after the low poly, the blemder will think you are trying to bake to the high poly that happens to have no uvs
@vietanhtran1802
@vietanhtran1802 Год назад
bro, work for me too. I tried all the high poly first then low poly but it didnt work for me. Thank god i saw your comment and tried to select low poly first
@rowdybaby2751
@rowdybaby2751 3 года назад
Hello, in sculpting the high poly, I have made extrusions that are bulging out, When I bake it to low poly, it does not appear. Instead it is flat. Does anybody know how to fix this?
@AnaniAnime
@AnaniAnime 6 лет назад
Anybody else getting little lines on the horn because of the normal map?
@tijaplace9228
@tijaplace9228 6 лет назад
Yep! As well as on sides. Can easy see that it is low polly. But rendered high polly looks a bit better. :(
@elreydeoros87
@elreydeoros87 5 лет назад
I also got this problem. I fixed it by going back to the high poli mesh, sculpting the horn with smooth and baking again. The lines are gone.
@eetuforssell5266
@eetuforssell5266 5 лет назад
@@elreydeoros87 I tried this, but it just makes the horn thinner with "smooth" tool.
@erikrichard413
@erikrichard413 4 года назад
I hope you had found your answer by now. But if anyone like me is having this issue - go back to the UV unwrapping video and make sure you've properly unwrapped your mesh, no green all blue and that you have clean edge loops. I redid the UV, cleaned up my edge loops (I had some weird vertices) and then re-done baking the normal and it fixed this.
@1911sting
@1911sting 4 года назад
Ok way after original comments were posted, but I will leave this here, maybe it'll help someone - none of the previous comments helped me to fix the little lines AND straight lines going through my horn... Until I turned back my low-poly model back on, switched to sculpting mode and just turned on Dyntopo again...! It fixed the topology of the horn and all low-poly model for good. Not sure if this will cause any mishaps later on, but it definitely fixed up my UV map whole 100%!
@boogerjuice_irl
@boogerjuice_irl 3 года назад
Does anybody know why I might be getting untextured flat spots all across my otherwise textured normal map? I feel like I've tried everything at this point. I'm stuck.
@rowdybaby2751
@rowdybaby2751 3 года назад
me 2
@julianeisenschmidt6372
@julianeisenschmidt6372 2 года назад
OUTDATED! ⚠@BlenderGuruOfficial Please update to Blender >3.2. - Thx for Donut & Chair Tutorials! 👍 For those who are struggling, i recommend these two baking-vids: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-DQPjIGncXcM.html ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-tndUB5b4STI.html My Baking-Specs: Extrusion: 0,03 m (0,05 m also works), Max Ray distance: 0 m (some have 0,5 m), Output Margin: 2 px Don't forget to save the Normal as Picture on your PC, or you have to do your baking again. After restarting the PC and Blender, i had to re-open the normal into the shader-node, even tho it already was connected. Don't know why. Some comment was telling to apply it, but i don't know how atm. Good luck 😛
@samieisanartist8883
@samieisanartist8883 2 года назад
Thank you!!!! Those 2 tutorials you linked worked perfect :)
@timthamm9739
@timthamm9739 Год назад
thank you so much very helpful and saved a lot of time
@SimplyNoelle4
@SimplyNoelle4 Год назад
Using Blender 3.3 here. My normal map had many problems so i searched on YT and on the Blender Manual and i found the cage option. I used a tutorial by Grant Abbitt and it worked perfectly for me, this is the link ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-nJ0PM7m9TJc.html
@riffraffglobal
@riffraffglobal 8 месяцев назад
For anyone who is using blender 4.0, this tutorial here on normals in blender 4.0 helped me out :) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-nPMYX22bfck.html
@ladfexx5475
@ladfexx5475 8 месяцев назад
thanks
@shokomann
@shokomann Год назад
Im gonna be honest I stay away from 5 year old tutorials ^^ first time really stuck here
@tigersunruss
@tigersunruss Год назад
I think it's time for me to move on to a tutorial that is more up to date. Trying to bake lost me in every direction.
@talafenrith7042
@talafenrith7042 Год назад
@tigersunruss I've just posted a comment about about using a Cage when creating the normal map and how that sorted it for me in 3.4.1 - would recommend you try that.
@tigersunruss
@tigersunruss Год назад
@@talafenrith7042 I'll have to look up what that means but I'll try it.
@talafenrith7042
@talafenrith7042 Год назад
@@tigersunruss the video "Baking Perfect Texture Maps Using a Cage | Blender 2.8" by Grant Abbitt explained how to use cages really well, and following it exactly (using 0m extrusion and 0m max ray distance) got me sorted straight away.
@tigersunruss
@tigersunruss Год назад
@@talafenrith7042 Thank you, I will check it out!
@tigersunruss
@tigersunruss Год назад
@@talafenrith7042 Oh wow that was very helpful. I haven't tried it yet but that makes way more sense and also didn't know about the ray trace option to help with bakes.
@yevhen737
@yevhen737 Год назад
For newer blender versions (Blender 3.3.1 +) Use CAGE while baking (see for tutors on youtube)
@jessart89
@jessart89 Год назад
Do you have a tutorial to recommend? I tried the cage and didn't have a good result
@giovanni_papini
@giovanni_papini Год назад
@@jessart89 well, there´s tutorial in YT, I haven´t proved it yet, but it seems this is a god tutorial. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-G6Yc3b-3GfA.html, but what I wanna know, is why is this method better? or if there is any difference between the two of them.
@phoenixtwo87
@phoenixtwo87 Год назад
Been trying this, but no matter what I just get the "invalid cage object" even though I just followed Grant Abbitt and Blender Secrets Cage tutorials. Took the low poly Anvil, duplicated, alt-S to scale on the normals, held shift and made the new cage object cover everything. Deselected everything, selected high poly first, ctrl click to select low poly. Switched to cage in bake settings, set the new cage as the target, "invalid cage object the cage mesh must have the same number of faces as the active object". I've played around with selection order, no dice, same error.
@talafenrith7042
@talafenrith7042 Год назад
+1 definitely use Cages! This sorted it for me (plus removing subdiv modifier on low poly mesh before baking). Grant Abbitt's "Baking Perfect Texture Maps Using a Cage | Blender 2.8" video gave a really clear explanaton on how to do this. Man, it's so nice to have this working after shouting at it for so long ':)
@talafenrith7042
@talafenrith7042 Год назад
@@phoenixtwo87 are you cage and low poly meshes linked? separating them (press P in edit mode when you only have the [whole] cage mesh selected, and not the low poly mesh selected) should help with this I think. The cage also has to be exactly the same as the low poly object, only scaled up.
@BearShankDave
@BearShankDave 7 лет назад
On my final render I'm still able to see the creases or lines of the mesh. It looks similar to how the horn did pre-smoothing, but over the entire anvil.
@malikdavis1754
@malikdavis1754 3 года назад
Same issue! Anyone?
@benv.4036
@benv.4036 4 года назад
I don't know if this was mentioned but a Subdivision Surface modifier can mess up baking a normal map. It's easy to forget the modifier was added to your object if you set the Viewport setting to 0. The baking process uses the Render setting from the modifier when baking. Hopefully, that info will be useful to someone and save them the confusion I was going through. :-)
@talafenrith7042
@talafenrith7042 Год назад
Thank you!!! This was driving me mad, but your suggestion fixed it. Initially my normal map was completely misaligned when applied to the low poly model, but after removing the subdiv modifier on the lowpoly and re-baking it aligned perfectly. Phew!
@talafenrith7042
@talafenrith7042 Год назад
I should mention, this is using Blender 3.4.1
@kojifrahm5022
@kojifrahm5022 3 года назад
In 2.93 -- at 2:40 -- Split the window by going to the same corner of the panel as Andrew and you should see the curser turn into a cross-hair, hold and drag left and you will automatically create a new window. Switch it to Image Editor by clicking on the button in the top left corner of the new panel (icon changes depending on mode) and it should drop down display many types of editor modes--- choose Image Editor. Then you will see what Andrew sees and at the top center (not bottom like him) you will see the add Image option. Close windows (I had to look this up) by taking the window you DO want to keep, and click-hold dragging it OVER the adjacent windows you want to close (you should see an arrow pop up) and it will automatically close those windows covered by arrows. Bake option will only show up if you have Cycles as your Render Engine (if you have it on Eevee you won't see it) Baking normal -- (from other comments) -- Make sure your low-poly anvil and sculpted are in the same collection. Extrusion .06 Max Ray 0 Margin 2px In the Normal Node, you can't change the Color Space drop-down until you (within the same node) change what file the node is pointing at -- switch from the Normal that we started with to the new Normal map we saved "Normal.001" or whatever you saved it as (although mine didn't show the full file name).
@akramdriraze4970
@akramdriraze4970 3 года назад
it will take you about 30seconds.. me and my 9mil tris mesh : ah yes 30 secs indeed
@Kevinpeteronline
@Kevinpeteronline 5 лет назад
For some reason the normal map I bake highlights the edges of the low poly model. Anyone's got an idea why this happens?
@arax20
@arax20 5 лет назад
Set shading to smooth on both models
@ignatirabo
@ignatirabo 5 лет назад
@@arax20 Sadly, this isn't helping my case :(
@MadamMimosa
@MadamMimosa 5 лет назад
@@arax20 Woah, thanks :D!
@patrickkevinmelia
@patrickkevinmelia 2 года назад
what worked for me in blender 3.3 was set extrusion to 0.05m and max ray distance to 0
@mrlellol1626
@mrlellol1626 4 года назад
I'm on 2.9...this makes no sense to me. Im totally lost. I got everything set up to start the baking...really hard to find all the right buttons. I can load the bake now but its just blue.
@winslowsolomon7882
@winslowsolomon7882 3 года назад
yep, I'm really confused. There is no ray distance that is working for me or anything. Let me know if u worked it out.
@Kholaslittlespot1
@Kholaslittlespot1 4 года назад
Normal looks fine in Lookdev but is glitchy in Render. Any ideas?
@theAndrewkin
@theAndrewkin 6 лет назад
No amount of smoothing in the sculpt phase prevents my mesh from having those distinct lines in the horn for the final baked normal map. Any idea what that's happening?
@yyyy890oh
@yyyy890oh 4 года назад
When you create the bump texture click on 32 bit float. This adds more resolution for the heights to blend in to.
@CulturedDegenerate
@CulturedDegenerate 6 лет назад
Does anyone else end up getting hard block-like lines on one side of the normal but not the other?
@bibbisbibbis
@bibbisbibbis 6 лет назад
Yes I'm getting that too.
@aleks_ivanov
@aleks_ivanov 6 лет назад
Me too. Did you understand how to fix this?
@tw1stedf1ster
@tw1stedf1ster 6 лет назад
try to fit your UV unwrapped map to the normal (to fit that black image)
@KevinLarsson42
@KevinLarsson42 6 лет назад
Yeah, me too
@j.m.1928
@j.m.1928 5 лет назад
@@tw1stedf1ster Your exact comment is what helped fixed my problem. I remember Andrew saying in a previous video how your unwrapped materials could be overlapped and that's what I did but when I went back and made sure that the unwrapped material fit the box, it fixed the problem. THX SO MUCH!!
@ProtonChicken
@ProtonChicken 7 лет назад
Imma bake a bong, 3D print it and get baked.
@leandrofod
@leandrofod 7 лет назад
xD
@krepandus637
@krepandus637 6 лет назад
You just made my day lol
@LazyDev27
@LazyDev27 6 лет назад
Bake the bong so it can bake you. I like it.
@samueljunus4639
@samueljunus4639 6 лет назад
...the circle of life
@vlogginggabes3864
@vlogginggabes3864 5 лет назад
Tell me when the human cookies are done!!!
@Nikolas22389
@Nikolas22389 2 года назад
I do everything as you show, but nothing comes out. The light layer does not bake.
@ferencbanu_tattoo
@ferencbanu_tattoo 4 года назад
Make sure that you've applied your scale transforms before baking. Took me 2 hours to realize that's why my normal map appeared flat in some parts.
@santjudi
@santjudi 2 года назад
I started this on 2.93 and finished on 3.0. I stuck here for 2 weeks. So many errors but probably I really learnt it now. First of all check the size of your anvil. I didn't realized that my was huge. The mentioned numbers will work on a large realistic size anvil. I also made a mistake that after so many trial I have forgot to select the low poly image texture node. My other mistake was that while I was selected the high poly than the low poly I used Shift for selecting the low poly not the Ctrl. The low poly needs to be lighter that will shows that it is the active. It would be great Andrew if you could recreate this tutorial. It is so hard to follow now. I think I have also find a bug in 3.0 When finally I made a good map I could see the sculpted surface on the low poly in the material viewport but not in the rendered viewport. Next day when I opened the saved file again it was good in both viewports. This wasn't easy...
@joselucasdasilva7317
@joselucasdasilva7317 3 года назад
If you're having problems baking. Ignore the Ray Distance, at most of the time you can set it to zero. Just change the extrusion. In my case, I change the extrusion to 0.034m and worked very well.
@michaelwisniach2241
@michaelwisniach2241 2 года назад
Thank you, this method worked best for me in Blender 3.2 as well, with a model that has a lot of finer details.
@Wildash
@Wildash 4 года назад
Guys, if you're bake looks funny, check your uv map. If your map is still on drugs, then select the low poly one first then the high poly
@HP-xt7xl
@HP-xt7xl 4 года назад
thank you SO SO much!
@dusk-i3m
@dusk-i3m 3 года назад
2.93 user here. For those having problems with the high poly model having no UV map, it doesn't need one and no material either. In my case, I had to select the low poly one first (which you're going to bake the normals to) and then the high poly one (the one which you've sculpted) and then press bake. My bake settings were Extrusion set to 0.01m and Max Ray Distance set to 0.06m, yours may differ slightly. Make sure to have a texture node in the materials of the low poly model so the normal map can be assigned there. If you have problems, I may be able to help.
@YunPiaoMiaoLinWuShuang
@YunPiaoMiaoLinWuShuang 2 года назад
3.0 here. I follow your instruction and it worked (select low poly first and then high poly one). But the layer stuff confuses me. I made different layer but all objects appear in the same layer :/
@LifeOfPooPoo
@LifeOfPooPoo 2 года назад
Thank you. Blender deleted my UV from the high poly model, like wtf? I tried to quickly make another sculpting and I noticed dyntypo deletes parts of the UVs, the more I sculpted the more it was dissapearing. Wierd. Good to know we don't need the UV tho.
@Let1tbee
@Let1tbee 3 года назад
Hello! I want to share my resolution of baking map problem. Long story short... i am using blender 2.92 and i faced two problems. My model was sharp and baked map was like cut off within the low poly model (there where flat faces along the model). Here my resolution: 1. Use shade smooth on the low poly model. I know that it was obvious but still i stuck here at some point) 2. In the blender 2.92 there is option Extrusion. Use it instead of Max Ray Distance( i mean left MRD in 0 m). And try to play only with this value. I hop it will save some hours for someone)) And Andrew thanks for your videos they are awesome) Please make more tutorials. I'd like to create some weapon but for example XD
@dimus63
@dimus63 5 лет назад
When I save normal map I also check 'Save as Render' checkbox, because it converts final image to correct RGB values for render (neutral value has to be #8080FF). It saves you from lots of aggravation if you import maps to a game engine and you have highly visible seams where different islands of your normal map meet together.
@blindlight
@blindlight 2 года назад
in blender 3.2, I was able to select high poly first, then low poly, then bake with extrusion .05, max ray distance .1, margin size 2px. initially my max ray distance was too low and not reaching the deeper indents I had sculpted. if you are not seeing the deepest part of your cuts, try increasing the max ray distance
@noonespecial4431
@noonespecial4431 4 года назад
“It will take you about thirty seconds” you overestimate my trash computer
@colsanders7571
@colsanders7571 3 года назад
great thanks, now normal maps are going to be like amogus to me. I'll see it everywhere
@oneoveronethirtyseven9161
@oneoveronethirtyseven9161 2 года назад
In Blender 3.2 my normal map was still not looking good even after playing with the Extrusion and Max Ray Distance alot. I finally ended up fixing the issue by checking "32 Bit Float" when creating the 4k texture. Hope it helps someone else!
@tenSowaXXL
@tenSowaXXL Год назад
This is litetally what saved me from going insane.
@ronakhunashimarad3781
@ronakhunashimarad3781 3 года назад
Is it just be, or does my normal map look fine? There's a ton of comments that say it was too hard and wasn't working properly, but I just did exactly what Andrew said and it turned out fine. I'm using Blender version 2.93.3.
@TheBcoolGuy
@TheBcoolGuy 6 лет назад
I've watched this before, but I needed to refresh my knowledge on how to do this. Thanks!
@CybernerdShua
@CybernerdShua 3 года назад
God!!! I can't believe Andrew is trying to make a living by pushing his poliigon platform! I expect him to make his money solely off of RU-vid AdSense, an unpredictable and not always guaranteed way of making money.
@HyperRun
@HyperRun 7 лет назад
Can you explain CAGE baking ?
@siowjerhan
@siowjerhan 4 года назад
Not sure what I did wrong because I followed his steps to a tee but applying the baked image in shading node did not give anything close to what I sculpted in the high-poly anvil. Is it because I used the smart UV project instead of UV unwrapping manually? By the way I'm on version 2.9
@malcolmborg7695
@malcolmborg7695 5 лет назад
for some reason, no matter how low i set my ray distance, those strange colors keep appearing. any fix pls?
@cabreram.4734
@cabreram.4734 4 года назад
Same. I've try 900 times and try everything from sharp edges, split edges blah blah blah you name it. Nothing happens. Extremely disappointed. I don't even know what to do anymore with it
@HP-xt7xl
@HP-xt7xl 4 года назад
@@cabreram.4734 same. i'm losing my mind. for real. so frustrating lmao
@cbaltatescu
@cbaltatescu 4 года назад
Same here actually. It might be related to not getting rid of all the stretched areas in the UV unwrapping steps, but this is just a hunch.
@erans
@erans 4 года назад
Turns out my problem was actually decreasing the ray distance value (as stated in the video) BUT what I should've done is increase it, that worked for me and fixed the normal map.
@emilalibekov
@emilalibekov 3 года назад
I love you so much! I didn't sleep all night and day just to complete this! Not joking! Your videos are the best!
@ScikSiL
@ScikSiL 7 лет назад
i love the way you explain Blender Guru tnks for
@arsenhere7020
@arsenhere7020 3 года назад
so for the baking, you shouldn't use an image texture... yeah it does not work. also if you're using the newer versions and it doesn't work use these settings. max ray distance: 0.5 output margin: 2px extrusion: 0.5 for those who saw the original comment by Jesper Kofod the reason why I reposted it is because youtube likes to push old comments down and promote newer ones. so in case that comment suddenly gets lost in the other 1.3k comments this one should help.
@jeffshen7058
@jeffshen7058 5 лет назад
my high poly mesh rendered more quickly than my low poly one (7.6s~ vs 8.3s~), and my low poly one had weird banding along the horn of the anvil even though that wasnt in the high poly one. anybody know why this is? thanks
@travisshoemaker3262
@travisshoemaker3262 5 лет назад
I hope this gets answered, I'm having the same banding issue
@aneeqtariq2311
@aneeqtariq2311 3 года назад
No other fucking guy explained why do we bake high-poly onto low poly. Thanks again to Andrew. U should not be blender guru, instead 3d guru as no one explains theories, they just tell u how to do something
@AudiultraRobotics
@AudiultraRobotics 7 лет назад
What is the difference between a Normal Map and a Bump Map then? I've always used Bump Maps so far.
@iamjamesmix
@iamjamesmix 5 лет назад
As far as I know, Normal maps show the extra detail by way of reflecting light, bump maps do not.
@sosasees
@sosasees 3 года назад
How can I do this in the Blender 2.8 series? I can't find the Bake button when I use Eevee render. The easy GUI and the Eevee Render are the 2 reasons i Must use Blender 2.8 instead of Blender 2.7.
@georgikrustev3737
@georgikrustev3737 6 лет назад
Took me 4 tries to realize that i forgot to turn smooth shading on smh. Also his mesh is way better than how mine turned out :D
@velvet.velourr
@velvet.velourr 4 года назад
stuck at baking normals part- using 2.90 version. literally a pain in the ass.
@Curtjmac
@Curtjmac 4 года назад
Any luck? Mine just doesn't seem to do anything
@Jack0f4lltrades
@Jack0f4lltrades 3 года назад
This tutorial became so old... I made hundreds of mistakes and wasnt being able to end this without problems. My normal map is bad, lots of blocks appeared on the flat surface of the anvil and all the pictured look awfull. Its just tilted me out as hell.
@jkvltra804
@jkvltra804 3 года назад
Crazy to think he's recommending this video still all while also telling everyone how you should value your time working. It's a massive time sink. Beyond outdated.
@jkvltra804
@jkvltra804 3 года назад
90% of time spent here is googling and scouring the comments for the actual way to do anything here.
@wobbl6980
@wobbl6980 2 года назад
7:00 : Anyways, it will take you about 30 seconds my computer: are you trying to question my slowness
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