Glad I could be of help brother, starting out in 3D is a fun journey. I've got some more videos coming very soon, so hopefully that can help you further! Thanks for your support!
@@animarch3D thank you very much brother! there are no schools in Uruguay and the only source is RU-vid. Thanks for taking the time to make videos and share them with the community. super clear and straight to the point. Waiting for the new videos. send you a hug and good vibes
Thanks for the video, really informative and precise❤. Recently I was trying different approaches for the retopo & baking process and it is great to see that some of them are used by professionals😄.
Maybe dumb question, I’m totally new and don’t understand totally: Are we taking a highly detailed mesh and baking a snap shot of those details. Then, we simplify the mesh by removing the details. Then finally we bring the details back in the baked snap shot as a texture? Is that the technical process?
No such thing as a dumb question brother! So this is the general process. 1. You have a high poly mesh, that you want to bake (or as you said snapshot the details) to a low poly mesh. 2. Build the low poly mesh around the high poly so it’s the same size, in Maya or blender or wherever using a retopo tool. 3. Bring that low poly into substance painter 4. Load the high poly in to bake the high res details to that new low poly mesh. Which is then now held in the texture information. Hope that helps man, if you need any more help hit me up on Insta or ArtStation and I can give you the working files 👌🏼
The second method, is closer to what you have said though yep. Take a simplified version of a high poly, and bake the high poly details to that simplified mesh. This method requires no retopo, and just used a lower subdivision of the existing mesh. So yea you had that process down by the sounds of it!
@@animarch3D Oh, thank you! It depends on what you want to do though right? If I want mesh deformation for cinematic or cutscenes, I do the first method? The second method works if it’s not going to be closely seen? Also, do the details you bake onto the low poly mesh, will those deform properly? Like in the case of this glove: if the character moves the fist deforming the wrist, will the baked details deform properly? Or will they stretch?
Correct, so the first method is more of a game engine workflow, for every high poly Mesh, you’ll have a new retopod low poly. Ad as far as deformation, that’s where you need to be a bit clever with adding extra loops to allow for deformation, and where to hide your UV seams! I would almost always do some version of retopology if I was doing a cinematic or game character. But if you’re just rendering a portfolio piece none of that really matters. Hope that helps man!
@@animarch3D Awesome! I'm subscribed, I just got into this a couple of days ago. I'm a programmer by trade, but I can't stop geeking out about this stuff. Now I'm looking at the world differently after learning about topology and modeling. Thanks for the help!