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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:08,346 --> 00:00:17,965 Okay, now it's time to move to baking process. Baking meshmaps, it's very 2 00:00:17,968 --> 00:00:26,525 important, okay, and this is the essential when you start your work 3 00:00:26,528 --> 00:00:33,505 inside Substance Painter. It's not related to low poly, high poly, mid poly or even 4 00:00:33,508 --> 00:00:39,265 transfer data from high poly version to low poly version. It's not 5 00:00:39,268 --> 00:00:45,505 related to this kind of stuff. It's essential and it's related to how 6 00:00:45,508 --> 00:00:53,265 Substance Painter works and understands data. So let me give you an example and 7 00:00:53,268 --> 00:01:01,135 after that we can understand what is the meshmaps. Okay, so for example you're a 8 00:01:01,136 --> 00:01:03,356 Subtitled by online-courses.club We compress knowledge for you! 9 00:01:03,357 --> 00:01:07,039 native speaker in Spanish and you want to work 10 00:01:07,042 --> 00:01:15,520 in an English environment and it's necessary to speak English for you, 11 00:01:17,920 --> 00:01:27,039 somehow it's not necessary when you are working alone or when your work doesn't need to speak 12 00:01:27,042 --> 00:01:35,680 with anyone else. You don't need to speak English, right? So when you want to interact with others 13 00:01:36,480 --> 00:01:46,959 and the speaking skills is needed, it's important to speak in English because in Spanish nobody 14 00:01:46,962 --> 00:01:55,999 understands what you say, okay? So in this situation, when you create a 3D model inside 15 00:01:56,002 --> 00:02:02,639 your 3ds Max, Blender or any software that you use for creating 3D models, 16 00:02:02,642 --> 00:02:05,680 you are going to create 17 00:02:06,448 --> 00:02:12,447 that thing in 3D space environment. 18 00:02:12,450 --> 00:02:18,447 So you have 3D space, X, Y, Z and all that stuff. 19 00:02:18,450 --> 00:02:23,447 But when you want to work inside Substance Painter 20 00:02:23,450 --> 00:02:26,447 you are going to work in 2D space. 21 00:02:26,450 --> 00:02:30,448 There is no 3D space anymore. 22 00:02:31,448 --> 00:02:37,447 Yes, you can see the 3D space inside Substance Painter 23 00:02:37,450 --> 00:02:44,448 but it's not actually what are you doing inside Substance Painter. 24 00:02:47,448 --> 00:02:51,447 3D modeling is like your native language 25 00:02:51,450 --> 00:02:56,447 and 2D space in Substance Painter is like English environment 26 00:02:56,450 --> 00:02:59,447 that you are going to work inside that. 27 00:02:59,450 --> 00:03:06,448 So you can work inside Substance Painter without banking. 28 00:03:07,232 --> 00:03:10,671 The banking process is like speaking English. 29 00:03:10,674 --> 00:03:20,191 So when you're working in Substance Painter and you don't want to bank the mesh maps, 30 00:03:20,194 --> 00:03:24,991 it's like your work is not related to others. 31 00:03:24,994 --> 00:03:30,032 There is no interaction between your environment, your language, and your work. 32 00:03:30,912 --> 00:03:36,671 Okay, so for example, I can come here in Substance Painter, create a paints layer, 33 00:03:36,674 --> 00:03:43,072 and start painting. Or even I can add a fill layer here like this, 34 00:03:43,632 --> 00:03:48,832 change the color to something like red, and go to the paints layer and start painting. 35 00:03:50,432 --> 00:03:54,032 And yeah, I have something, right? 36 00:03:55,952 --> 00:03:58,912 Did I bank any mesh maps here? No. 37 00:04:00,032 --> 00:04:05,072 Okay, so why mesh maps or banking process is so important? 38 00:04:05,712 --> 00:04:09,712 I can paint on the model. There is no need to bake mesh maps. 39 00:04:11,552 --> 00:04:19,151 When you want to use all the features, all the tools inside Substance Painter, 40 00:04:19,154 --> 00:04:27,311 which is a texturing tool, software, and it works in 2D space, you need a translation. 41 00:04:27,314 --> 00:04:37,151 Okay, so it's like you thinking in Spanish, you speaking in Spanish, but the other part, 42 00:04:37,154 --> 00:04:45,632 your colleague, doesn't understand you. So you need to translate your word to him or her. 43 00:04:46,272 --> 00:04:52,912 Okay, so in here, when you want to interact with Substance Painter, use all the tools, 44 00:04:53,472 --> 00:05:03,312 you need to translate your 3D model to 2D space data. Okay, so how we are going to do that? 45 00:05:05,232 --> 00:05:05,952 Okay. 46 00:05:06,464 --> 00:05:14,544 Let me explain you something else. We have a smart material, right, and it's created like 47 00:05:15,184 --> 00:05:24,064 some layers and relation between them. So, when you start your working inside Substance Painter 48 00:05:24,864 --> 00:05:32,863 and you want to use bronze armor, okay, and you apply this material to your model, 49 00:05:32,866 --> 00:05:41,983 but it's not like bronze armor, right, it's like a clean surface without any detail on the edge and 50 00:05:41,986 --> 00:05:55,823 this stuff, okay. So, what's happening here? These layers, this structure, this smart material, 51 00:05:55,826 --> 00:06:04,463 it couldn't understand your mesh, your 3D model, where is the edge, where is the concave, where is the 52 00:06:04,466 --> 00:06:05,264 convex. 53 00:06:05,536 --> 00:06:14,335 Which part of this model is top side, down side, left, right, or any other information. 54 00:06:14,338 --> 00:06:23,775 So how we can translate this data from our 3D model to something like understandable 55 00:06:23,778 --> 00:06:28,495 for Substance Painter, we call this mesh maps. 56 00:06:28,498 --> 00:06:33,915 So it's related to the mesh, but it's map, okay? 57 00:06:33,918 --> 00:06:39,475 So how we can bake this model? 58 00:06:39,478 --> 00:06:48,595 We are going to this section, as you can see, okay, let me bring some attention here. 59 00:06:48,598 --> 00:06:57,955 So this is a separate window, separate room, okay, and we have so many options here. 60 00:06:57,958 --> 00:07:04,516 I'm going to explain you the most of them, the usual one. 61 00:07:04,656 --> 00:07:10,896 After that we can continue our work because with the baking process we can 62 00:07:13,136 --> 00:07:20,816 meet some interesting point during the texturing. Okay, I'm going to explain you, don't worry. 63 00:07:21,616 --> 00:07:32,495 So, we have the mesh, we have a special viewport here, and we have some button, window, and etc. 64 00:07:32,498 --> 00:07:42,496 So, without touching anything I just click on this blue button, bake selected textures. 65 00:07:43,296 --> 00:07:51,616 So, let's bake and something happening here right now and it's finished. So, let's go back 66 00:07:52,816 --> 00:07:59,455 to the paint and now as you can see these layers, this material, bronze armor, 67 00:07:59,458 --> 00:08:04,176 it can understand, okay, this is the edge. 68 00:08:04,704 --> 00:08:08,224 So now I'm going to create some effect on that edge. 69 00:08:10,944 --> 00:08:17,024 So this is the concept behind the mesh maps, okay. 70 00:08:17,904 --> 00:08:21,264 And now before going further inside Topzones Painter, 71 00:08:21,984 --> 00:08:28,783 let me explain you something else inside the 3D modeling application like 3ds Max. 72 00:08:28,786 --> 00:08:31,663 So let's go over there and we will come back here. 73 00:08:31,666 --> 00:08:37,744 Okay, now as you can see, we have a very nice cube, right. 74 00:08:38,384 --> 00:08:44,703 And this cube is like we have chamfer here, the surface, it's too smooth. 75 00:08:44,706 --> 00:08:47,104 Everything is good and clean, right. 76 00:08:47,744 --> 00:08:50,064 But there is a big problem here. 77 00:08:51,424 --> 00:08:58,623 If I want to use this cube inside something like a game or a real-time engine 78 00:08:58,626 --> 00:09:02,224 and we are seeing or something like this. 79 00:09:02,800 --> 00:09:10,080 We have some limitation in front of our face. It's not a good idea to use this kind of model. 80 00:09:11,040 --> 00:09:17,200 Why? Because as you can see we have around 19 000 81 00:09:20,000 --> 00:09:31,439 triangle or polygon. Okay, so it's not logical to spend this amount of the polygon or vertices 82 00:09:31,442 --> 00:09:39,280 or edges for just simple cube to have smooth surface or chamfer edges. 83 00:09:41,360 --> 00:09:53,199 Right? It's not logical. So what we can do because in that scenario the best thing that we can use 84 00:09:53,202 --> 00:10:00,954 it's like something like this 12 polygons. Nothing more. 85 00:10:00,955 --> 00:10:02,998 Subtitled by online-courses.club We compress knowledge for you! 86 00:10:02,999 --> 00:10:15,801 Okay, so how we can have this kind of object with 12 polygons, but with smooth edge, 87 00:10:15,804 --> 00:10:24,281 we have some bevel and chamfer on the edge, and smooth surfaces. So how we can 88 00:10:24,284 --> 00:10:37,241 do that? This is the magic of baking mesh maps. We can transfer the data from the high poly version 89 00:10:37,244 --> 00:10:48,762 of the model. Okay, so we can transfer all the data from this model, like clean surface, 90 00:10:49,482 --> 00:10:57,482 bevel edge, and etc. Because we have another example, but I'm not going to show you right now. 91 00:10:59,962 --> 00:11:00,442 And 92 00:11:00,608 --> 00:11:09,168 we can transfer all the data to the texture with mesh maps and we can continue our way 93 00:11:10,368 --> 00:11:18,928 in texturing process depends on these mesh maps and we can create fake details 94 00:11:20,768 --> 00:11:27,808 with fake direction in the light and other stuff in the technical part we don't we 95 00:11:28,528 --> 00:11:38,448 don't care about that okay we just need to know we can do that with the baking we can transfer 96 00:11:39,008 --> 00:11:48,368 all the data from high poly version to the low poly version and we can have this effect 97 00:11:49,328 --> 00:11:52,208 with just 12 polygons 98 00:11:54,288 --> 00:11:59,248 not 19 000 so 99 00:11:59,664 --> 00:12:09,423 Let me show you something else. Okay, we have this model. We create this model 100 00:12:09,426 --> 00:12:17,063 inside Zbrush. You can do it in Blender or anywhere else. But the main point here 101 00:12:17,066 --> 00:12:28,903 is we can have all this data from this Hyper-V box. It's around I think 2 102 00:12:28,906 --> 00:12:37,783 million. You can call it 2 million. On this model it's just only 12 polygons. Okay, so 103 00:12:37,786 --> 00:12:46,423 we can have that. And it's magical actually. And this is the magic behind 104 00:12:46,426 --> 00:12:55,143 the high quality game with high quality graphics. Okay, so we are going to 105 00:12:55,146 --> 00:12:57,344 transfer all this data. 106 00:12:57,584 --> 00:13:05,024 The first example is transfer this simple data to this box and after that we are going to explain 107 00:13:05,664 --> 00:13:14,703 how to transfer data from this model to this model and be more familiar with baking process 108 00:13:14,706 --> 00:13:21,824 inside Substance Painter. And to be honest, this process, I mean baking process, when you 109 00:13:22,464 --> 00:13:30,624 create a clean one, because you will be faced with a lot of issues inside baking. Okay, 110 00:13:32,944 --> 00:13:42,944 when you're done with baking process, you can see what a miracle and you can enjoy your magic. 111 00:13:43,344 --> 00:13:48,464 That's enough, let's go for a starting process. 112 00:13:49,264 --> 00:13:55,264 But before leaving this beautiful software to this Max, let me explain you something. 113 00:13:57,040 --> 00:14:03,920 The first rule inside baking is matching. 114 00:14:06,000 --> 00:14:10,800 Okay, so the low poly is here and the high poly is here. 115 00:14:12,320 --> 00:14:19,920 And when you want to transfer the data from high to low, it's crucial, it's necessary. 116 00:14:20,480 --> 00:14:28,640 And I think in 90% of the situation when you face a problem with your baking process, 117 00:14:29,440 --> 00:14:38,640 it comes back to this step. You need to match the position and you need to have the coverage 118 00:14:39,680 --> 00:14:46,159 between your low poly model and high poly model. It means when you have this situation and you are 119 00:14:46,162 --> 00:14:53,600 going to export this model in this position in the 2D world, there is no successful baking process. 120 00:14:54,800 --> 00:14:55,120 Because 121 00:14:56,912 --> 00:15:03,791 we are going to explain the cage, but let me show you something here. 122 00:15:03,794 --> 00:15:08,992 Okay, I'm going to give a blue material to this model. 123 00:15:10,352 --> 00:15:19,871 So, when we are going to bake this high to low, we need to find out 124 00:15:19,874 --> 00:15:28,832 what is the position that this vertex or this data need to go. 125 00:15:31,072 --> 00:15:38,272 Okay, so when we have this, it's not understandable for software. 126 00:15:39,072 --> 00:15:46,431 Okay, but what if we just simply make this. 127 00:15:46,434 --> 00:15:51,952 Okay, we have the coverage. 128 00:15:54,352 --> 00:15:55,552 That's it. 129 00:15:56,528 --> 00:16:06,127 And you can see now the software can understand okay this is the data here and this is the low 130 00:16:06,130 --> 00:16:16,367 pulley and this is the UV coordinate. Now I can transfer the data, the normal data, 131 00:16:16,370 --> 00:16:24,847 the ambient occlusion data, and all the channels in the baking list to the UV of the low pulley 132 00:16:24,850 --> 00:16:33,727 model in this coordinate from this high pulley version. Okay so the first step is you need to 133 00:16:33,730 --> 00:16:42,447 match your high pulley and low pulley in the same position in the 3D modeling software and you need 134 00:16:42,450 --> 00:16:53,887 this coverage. Okay so that's it. And what is the cage? Okay let me explain you the cage before going 135 00:16:53,890 --> 00:16:54,448 out. 136 00:16:54,624 --> 00:16:57,823 and go to the Substance Painter because it's very important. 137 00:16:57,826 --> 00:17:03,983 Right? For understanding the cage and the matter of the cage, why it's 138 00:17:03,986 --> 00:17:07,743 important, we need to understand how Substance 139 00:17:07,746 --> 00:17:13,823 Painter or any other software is going to bake the data. 140 00:17:13,826 --> 00:17:21,343 Okay so it's like issuing some rays from the surface 141 00:17:21,346 --> 00:17:26,223 along the normal direction. Okay so it's like 142 00:17:26,226 --> 00:17:32,943 creating some rays like this and 143 00:17:32,946 --> 00:17:40,223 these rays, they are responsible for catching detail. 144 00:17:40,226 --> 00:17:47,743 Okay? And bring back the data to the surface. So it's so simple. 145 00:17:47,746 --> 00:17:51,343 I'm not going into the technical detail. I just 146 00:17:51,346 --> 00:17:54,080 try to demonstrate this for you. 147 00:17:54,320 --> 00:18:01,360 Okay, so the problem in here is like this ray is going to 148 00:18:02,640 --> 00:18:12,400 to the infinite possibility, infinite range, infinite space. Okay, so there is no 149 00:18:13,120 --> 00:18:21,760 thing here to stop them and the baking process is going to be continue forever. 150 00:18:22,640 --> 00:18:31,360 Okay, so we need to set a limitation for that and this limitation it's cage. 151 00:18:33,200 --> 00:18:44,079 So the cage is something like a region area that's going to set a limitation for the rays 152 00:18:44,082 --> 00:18:53,040 that responsible for catching data. Okay, so what is the important thing? 153 00:18:53,264 --> 00:19:03,584 About the cage, because we just, as an artist, we just need to take care of one parameter of the cage. 154 00:19:05,344 --> 00:19:12,783 And that is the distance from the original surface of the low poly model, or the model 155 00:19:12,786 --> 00:19:21,263 that we load inside Substance Painter. Okay, so what does it mean? Let me show you something. 156 00:19:21,266 --> 00:19:33,504 So, we are going to have some special moment here. Okay, for example, this one. 157 00:19:34,944 --> 00:19:40,543 I'm going to turn on the cage. Okay, so this is the cage, as you can see. 158 00:19:40,546 --> 00:19:51,504 And let me increase the cage. So, it's like we are going to 159 00:19:52,432 --> 00:20:00,511 issue the rays. Okay, we are going to create the rays and they are going to, 160 00:20:00,514 --> 00:20:10,071 like this, catch the data. Okay, and this is the limitation here. When they reach 161 00:20:10,074 --> 00:20:19,151 here, they come back to the surface and they are going to transfer the data that 162 00:20:19,154 --> 00:20:26,711 they catched before to the UV or 2D space. Okay, I'm trying to give you some 163 00:20:26,714 --> 00:20:33,231 technical aspect in simple word. So, if you don't understand what I'm saying, 164 00:20:33,234 --> 00:20:40,391 it's okay, don't worry, because when we do this process in action, when you see 165 00:20:40,394 --> 00:20:46,751 what's happening, you can understand. And that is the only thing that's important 166 00:20:46,754 --> 00:20:51,648 here. You understand how to bake. It's not... 167 00:20:51,968 --> 00:20:58,447 a big deal for you as an artist, as a person who is going to use Substance Painter for texturing 168 00:20:58,450 --> 00:21:05,087 process, to know what's exactly behind the process of the baking and just showing you, 169 00:21:05,090 --> 00:21:12,527 explaining you to have better understanding. Okay? So don't worry about this. Okay, we set 170 00:21:12,530 --> 00:21:20,527 the limitation. The data, they are going to transfer to the 2D space, but there's a problem 171 00:21:20,530 --> 00:21:36,208 here. Let me show you. This space or this area of the high poly, it's outside of the cage. 172 00:21:37,568 --> 00:21:47,327 So there is no data from the rays that we create to catch the data and bring them to the 2D space. 173 00:21:47,330 --> 00:21:51,855 So the data in here... 174 00:21:51,858 --> 00:21:54,655 They are missing. 175 00:21:54,658 --> 00:22:02,495 So I think you can understand what parameter is inside the cage. 176 00:22:02,498 --> 00:22:04,455 It's important, right? 177 00:22:04,458 --> 00:22:05,455 The distance. 178 00:22:05,458 --> 00:22:06,455 Okay? 179 00:22:06,458 --> 00:22:10,055 The distance from the surface. 180 00:22:10,058 --> 00:22:22,135 So we need to understand if we increase the limitation or the cage further and cover all 181 00:22:22,138 --> 00:22:27,855 the data from HiPoly version, we are good to go. 182 00:22:27,858 --> 00:22:40,135 So these two steps, they are the most important thing in the baking process for an artist. 183 00:22:40,138 --> 00:22:50,176 And when we have problem inside the baking process, 90% of the time. 184 00:22:51,488 --> 00:22:59,887 all the issue inside the baking related to these two parameters. The cage and the match and the 185 00:22:59,890 --> 00:23:08,927 coverage of the high poly and the low poly. So we are done in concept part. I explained you the 186 00:23:08,930 --> 00:23:16,847 concept, right? So in next part, we are going to see what's happening inside the Substance Painter 187 00:23:16,850 --> 00:23:20,128 and we are going to bake the data from the high poly versions 188 00:23:20,928 --> 00:23:24,368 to the low poly version of the ZSKU. Okay, so let's go. 19352

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