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Okay, now it's time to move to baking process. Baking meshmaps, it's very
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important, okay, and this is the essential when you start your work
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inside Substance Painter. It's not related to low poly, high poly, mid poly or even
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transfer data from high poly version to low poly version. It's not
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related to this kind of stuff. It's essential and it's related to how
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Substance Painter works and understands data. So let me give you an example and
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after that we can understand what is the meshmaps. Okay, so for example you're a
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native speaker in Spanish and you want to work
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in an English environment and it's necessary to speak English for you,
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somehow it's not necessary when you are working alone or when your work doesn't need to speak
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with anyone else. You don't need to speak English, right? So when you want to interact with others
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and the speaking skills is needed, it's important to speak in English because in Spanish nobody
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understands what you say, okay? So in this situation, when you create a 3D model inside
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your 3ds Max, Blender or any software that you use for creating 3D models,
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you are going to create
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that thing in 3D space environment.
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So you have 3D space, X, Y, Z and all that stuff.
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But when you want to work inside Substance Painter
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you are going to work in 2D space.
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There is no 3D space anymore.
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Yes, you can see the 3D space inside Substance Painter
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but it's not actually what are you doing inside Substance Painter.
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3D modeling is like your native language
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and 2D space in Substance Painter is like English environment
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that you are going to work inside that.
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So you can work inside Substance Painter without banking.
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The banking process is like speaking English.
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So when you're working in Substance Painter and you don't want to bank the mesh maps,
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it's like your work is not related to others.
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There is no interaction between your environment, your language, and your work.
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Okay, so for example, I can come here in Substance Painter, create a paints layer,
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and start painting. Or even I can add a fill layer here like this,
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change the color to something like red, and go to the paints layer and start painting.
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And yeah, I have something, right?
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Did I bank any mesh maps here? No.
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Okay, so why mesh maps or banking process is so important?
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I can paint on the model. There is no need to bake mesh maps.
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When you want to use all the features, all the tools inside Substance Painter,
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which is a texturing tool, software, and it works in 2D space, you need a translation.
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Okay, so it's like you thinking in Spanish, you speaking in Spanish, but the other part,
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your colleague, doesn't understand you. So you need to translate your word to him or her.
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Okay, so in here, when you want to interact with Substance Painter, use all the tools,
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you need to translate your 3D model to 2D space data. Okay, so how we are going to do that?
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Okay.
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Let me explain you something else. We have a smart material, right, and it's created like
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some layers and relation between them. So, when you start your working inside Substance Painter
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and you want to use bronze armor, okay, and you apply this material to your model,
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but it's not like bronze armor, right, it's like a clean surface without any detail on the edge and
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this stuff, okay. So, what's happening here? These layers, this structure, this smart material,
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it couldn't understand your mesh, your 3D model, where is the edge, where is the concave, where is the
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convex.
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Which part of this model is top side, down side, left, right, or any other information.
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So how we can translate this data from our 3D model to something like understandable
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for Substance Painter, we call this mesh maps.
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So it's related to the mesh, but it's map, okay?
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So how we can bake this model?
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We are going to this section, as you can see, okay, let me bring some attention here.
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So this is a separate window, separate room, okay, and we have so many options here.
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I'm going to explain you the most of them, the usual one.
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After that we can continue our work because with the baking process we can
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meet some interesting point during the texturing. Okay, I'm going to explain you, don't worry.
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So, we have the mesh, we have a special viewport here, and we have some button, window, and etc.
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So, without touching anything I just click on this blue button, bake selected textures.
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So, let's bake and something happening here right now and it's finished. So, let's go back
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to the paint and now as you can see these layers, this material, bronze armor,
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it can understand, okay, this is the edge.
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So now I'm going to create some effect on that edge.
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So this is the concept behind the mesh maps, okay.
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And now before going further inside Topzones Painter,
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let me explain you something else inside the 3D modeling application like 3ds Max.
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So let's go over there and we will come back here.
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Okay, now as you can see, we have a very nice cube, right.
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And this cube is like we have chamfer here, the surface, it's too smooth.
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Everything is good and clean, right.
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But there is a big problem here.
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If I want to use this cube inside something like a game or a real-time engine
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and we are seeing or something like this.
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We have some limitation in front of our face. It's not a good idea to use this kind of model.
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Why? Because as you can see we have around 19 000
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triangle or polygon. Okay, so it's not logical to spend this amount of the polygon or vertices
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or edges for just simple cube to have smooth surface or chamfer edges.
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Right? It's not logical. So what we can do because in that scenario the best thing that we can use
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it's like something like this 12 polygons. Nothing more.
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Okay, so how we can have this kind of object with 12 polygons, but with smooth edge,
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we have some bevel and chamfer on the edge, and smooth surfaces. So how we can
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do that? This is the magic of baking mesh maps. We can transfer the data from the high poly version
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of the model. Okay, so we can transfer all the data from this model, like clean surface,
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bevel edge, and etc. Because we have another example, but I'm not going to show you right now.
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And
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we can transfer all the data to the texture with mesh maps and we can continue our way
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in texturing process depends on these mesh maps and we can create fake details
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with fake direction in the light and other stuff in the technical part we don't we
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don't care about that okay we just need to know we can do that with the baking we can transfer
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all the data from high poly version to the low poly version and we can have this effect
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with just 12 polygons
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not 19 000 so
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Let me show you something else. Okay, we have this model. We create this model
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inside Zbrush. You can do it in Blender or anywhere else. But the main point here
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is we can have all this data from this Hyper-V box. It's around I think 2
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million. You can call it 2 million. On this model it's just only 12 polygons. Okay, so
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we can have that. And it's magical actually. And this is the magic behind
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the high quality game with high quality graphics. Okay, so we are going to
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transfer all this data.
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The first example is transfer this simple data to this box and after that we are going to explain
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how to transfer data from this model to this model and be more familiar with baking process
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inside Substance Painter. And to be honest, this process, I mean baking process, when you
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create a clean one, because you will be faced with a lot of issues inside baking. Okay,
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when you're done with baking process, you can see what a miracle and you can enjoy your magic.
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That's enough, let's go for a starting process.
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But before leaving this beautiful software to this Max, let me explain you something.
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The first rule inside baking is matching.
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Okay, so the low poly is here and the high poly is here.
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And when you want to transfer the data from high to low, it's crucial, it's necessary.
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And I think in 90% of the situation when you face a problem with your baking process,
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it comes back to this step. You need to match the position and you need to have the coverage
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between your low poly model and high poly model. It means when you have this situation and you are
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going to export this model in this position in the 2D world, there is no successful baking process.
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Because
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we are going to explain the cage, but let me show you something here.
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Okay, I'm going to give a blue material to this model.
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So, when we are going to bake this high to low, we need to find out
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what is the position that this vertex or this data need to go.
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Okay, so when we have this, it's not understandable for software.
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Okay, but what if we just simply make this.
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Okay, we have the coverage.
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That's it.
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And you can see now the software can understand okay this is the data here and this is the low
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pulley and this is the UV coordinate. Now I can transfer the data, the normal data,
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the ambient occlusion data, and all the channels in the baking list to the UV of the low pulley
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model in this coordinate from this high pulley version. Okay so the first step is you need to
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match your high pulley and low pulley in the same position in the 3D modeling software and you need
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this coverage. Okay so that's it. And what is the cage? Okay let me explain you the cage before going
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out.
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and go to the Substance Painter because it's very important.
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Right? For understanding the cage and the matter of the cage, why it's
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important, we need to understand how Substance
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Painter or any other software is going to bake the data.
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Okay so it's like issuing some rays from the surface
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along the normal direction. Okay so it's like
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creating some rays like this and
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these rays, they are responsible for catching detail.
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Okay? And bring back the data to the surface. So it's so simple.
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I'm not going into the technical detail. I just
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try to demonstrate this for you.
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Okay, so the problem in here is like this ray is going to
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to the infinite possibility, infinite range, infinite space. Okay, so there is no
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thing here to stop them and the baking process is going to be continue forever.
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Okay, so we need to set a limitation for that and this limitation it's cage.
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So the cage is something like a region area that's going to set a limitation for the rays
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that responsible for catching data. Okay, so what is the important thing?
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About the cage, because we just, as an artist, we just need to take care of one parameter of the cage.
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And that is the distance from the original surface of the low poly model, or the model
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that we load inside Substance Painter. Okay, so what does it mean? Let me show you something.
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So, we are going to have some special moment here. Okay, for example, this one.
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I'm going to turn on the cage. Okay, so this is the cage, as you can see.
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And let me increase the cage. So, it's like we are going to
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issue the rays. Okay, we are going to create the rays and they are going to,
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like this, catch the data. Okay, and this is the limitation here. When they reach
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here, they come back to the surface and they are going to transfer the data that
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they catched before to the UV or 2D space. Okay, I'm trying to give you some
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technical aspect in simple word. So, if you don't understand what I'm saying,
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it's okay, don't worry, because when we do this process in action, when you see
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what's happening, you can understand. And that is the only thing that's important
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here. You understand how to bake. It's not...
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a big deal for you as an artist, as a person who is going to use Substance Painter for texturing
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process, to know what's exactly behind the process of the baking and just showing you,
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explaining you to have better understanding. Okay? So don't worry about this. Okay, we set
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the limitation. The data, they are going to transfer to the 2D space, but there's a problem
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here. Let me show you. This space or this area of the high poly, it's outside of the cage.
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So there is no data from the rays that we create to catch the data and bring them to the 2D space.
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So the data in here...
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They are missing.
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So I think you can understand what parameter is inside the cage.
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It's important, right?
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The distance.
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Okay?
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The distance from the surface.
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So we need to understand if we increase the limitation or the cage further and cover all
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the data from HiPoly version, we are good to go.
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So these two steps, they are the most important thing in the baking process for an artist.
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And when we have problem inside the baking process, 90% of the time.
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all the issue inside the baking related to these two parameters. The cage and the match and the
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coverage of the high poly and the low poly. So we are done in concept part. I explained you the
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concept, right? So in next part, we are going to see what's happening inside the Substance Painter
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and we are going to bake the data from the high poly versions
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to the low poly version of the ZSKU. Okay, so let's go.
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