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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:09,306 --> 00:00:16,025 Okay, now we are in Substance Painter and in the baking room, so we can talk about the baking 2 00:00:16,028 --> 00:00:28,985 process. So let's increase our knowledge about the UI inside baking room. Okay, so the first 3 00:00:28,988 --> 00:00:38,666 window in here is Texture Set List. We know that, so we can skip. Okay, and just one thing 4 00:00:39,306 --> 00:00:47,946 you need to remember. We can control which texture set or which part of the model should be baked. 5 00:00:49,066 --> 00:00:57,625 Okay, when we click here. So this window is important, but before that we need to know 6 00:00:57,628 --> 00:01:02,155 how it works. And right now you should know that and it's enough actually. 7 00:01:02,156 --> 00:01:04,376 Subtitled by online-courses.club We compress knowledge for you! 8 00:01:04,378 --> 00:01:07,146 We are going to talk about this in the future, but... 9 00:01:07,296 --> 00:01:19,216 it's okay for now. So, we have another window here, which is Mishmaps Bakers. So, we have a list here, 10 00:01:20,096 --> 00:01:29,775 and we can choose which Mishmaps we need, and which Mishmaps should be baked when we select 11 00:01:29,778 --> 00:01:38,015 this button here. Okay, so the list, it's like normal, world space, normal, ID, ambient occlusion, 12 00:01:38,018 --> 00:01:47,216 curvature, position, thickness, height, normal, opacity, and all this. Okay, so the default one, 13 00:01:47,856 --> 00:01:57,615 it's okay for 90% of the project. We don't need to change something, but sometimes we need height, 14 00:01:57,618 --> 00:02:06,192 sometimes we need opacity, and sometimes we need bench normals. So, sometimes... 15 00:02:06,432 --> 00:02:15,791 we don't need ID, or position, or normal. For example, we bake normal maps in other software, 16 00:02:15,794 --> 00:02:23,312 like Blender, or like 3ds Max, or Marvelous Toolbag, or anywhere else, and we bring that data 17 00:02:24,192 --> 00:02:31,071 in here, in Substance Painter, and we want to use that. So, there is no point to baking normal map 18 00:02:31,074 --> 00:02:41,231 inside Substance Painter, okay? So, this is the list we can select from them, and we have common 19 00:02:41,234 --> 00:02:50,671 setting, okay? So, whenever you click on each of these mesh maps channel, you have some setting 20 00:02:50,674 --> 00:02:59,391 here, okay? We are going to cover the setting that we need to tweak, and the others should be 21 00:02:59,394 --> 00:03:05,305 like the same, the original one, the default one, it's okay. So... 22 00:03:05,308 --> 00:03:12,785 Mostly, we tweak the setting inside common setting. 23 00:03:12,788 --> 00:03:18,905 For example, you can change the resolution of mesh maps. 24 00:03:18,908 --> 00:03:24,185 You need 1K mesh maps, 2K, 4K, or 8K, for example. 25 00:03:24,188 --> 00:03:30,345 And notice that the mesh map, it's not procedural. 26 00:03:30,348 --> 00:03:38,025 It means you can make 4K to 2K. 27 00:03:38,028 --> 00:03:41,745 You don't need to do something special. 28 00:03:41,748 --> 00:03:44,625 You just need to decrease the size. 29 00:03:44,628 --> 00:03:49,945 And the quality, it's going to decrease in this way, right? 30 00:03:49,948 --> 00:03:55,685 Because you lose so much pixel, okay? 31 00:03:55,688 --> 00:04:04,086 But whenever you will need to increase your resolution, for example, you bake 2K. 32 00:04:04,144 --> 00:04:13,103 but you need 4K in your mesh maps, you need to rebake. It's not like a viewport in Substance 33 00:04:13,106 --> 00:04:21,663 Painter, it's not procedural, you know. You need to bake again to have the quality of the 4K. 34 00:04:21,666 --> 00:04:31,983 It's not like I choose 4K and the quality should change to 4K. So it's important to choose 35 00:04:31,986 --> 00:04:42,863 the right size. It depends on your purpose in here. So most of the time I go with the 4K 36 00:04:42,866 --> 00:04:51,344 and if I need 2K for exporting, I just put 2K and it's okay. I don't lose anything. 37 00:04:53,424 --> 00:05:00,703 So the 4K, it's good for us. You don't need to touch this setting here, it's not important for us. 38 00:05:00,706 --> 00:05:02,944 But the most important... 39 00:05:02,960 --> 00:05:11,199 option here, it's like this window. Okay, whenever you import something into 40 00:05:11,202 --> 00:05:18,159 Substance Painter and there is no high poly version of that model, you need to 41 00:05:18,162 --> 00:05:27,439 check this checkbox here, use low poly mesh as high poly mesh. It means you need to just 42 00:05:27,442 --> 00:05:36,239 translate the data from the 3D model to the 2D space and that's it. We are not faking anything, 43 00:05:36,242 --> 00:05:42,160 we are not creating any rays to catch the data from high poly version and this kind of 44 00:05:43,600 --> 00:05:53,759 words and procedure. So it's okay. But we have high poly version right now, right? So let me 45 00:05:53,762 --> 00:06:01,440 define the high poly version. Okay, so I click here, go to desktop, 46 00:06:02,944 --> 00:06:11,583 and choose Hi2. Okay, now we can see there is something in the viewer. We are 47 00:06:11,586 --> 00:06:20,223 going to cover that, don't worry. So we load something here, Hi2 OBJ, and 48 00:06:20,226 --> 00:06:27,103 that's enough for this space. And if you don't want this high poly version, you 49 00:06:27,106 --> 00:06:35,063 just need to click on this minus icon. Okay, so the cage, we can create the 50 00:06:35,066 --> 00:06:43,623 custom cage inside the 3D modeling software. Okay, and we can use the default 51 00:06:43,626 --> 00:06:52,743 cage, which is like outer space of the low poly model. It's like a shell option 52 00:06:52,746 --> 00:07:02,751 or second skin of the model. Okay, so if you need to use custom cage, 53 00:07:02,754 --> 00:07:10,151 you need to click here and define your custom cage and the custom cage it's 54 00:07:10,154 --> 00:07:16,991 like the model, it's not something special data from your software. You 55 00:07:16,994 --> 00:07:24,871 need to create the outer shell, okay, to cover all the HiPoly data and you 56 00:07:24,874 --> 00:07:33,391 export it as obj or fx, okay, and you define it here. That's it. So let's turn 57 00:07:33,394 --> 00:07:43,191 off this and in here we have two sliders and this slider is the important one, okay. 58 00:07:43,194 --> 00:07:54,591 So it's like we can define, as you can see, the limitation for the cage, right, so 59 00:07:54,594 --> 00:08:01,983 this is the very important slider here because we have the position 60 00:08:01,986 --> 00:08:09,903 the coverage or the match option as a first step and for the second step we need to define the 61 00:08:09,906 --> 00:08:19,743 right distance for the cage. Don't worry we are going to explain you in the example. So that's it 62 00:08:19,746 --> 00:08:31,423 let's reset the data here. Okay and we have these three checkboxes. We are going to keep them 63 00:08:31,426 --> 00:08:41,583 like this and we don't want to touch anything here and the other important factor inside 64 00:08:41,586 --> 00:08:49,263 mesh map setting and the common setting is anti-aliasing. So anti-aliasing can help us to 65 00:08:49,266 --> 00:08:57,824 increase the quality on the mesh maps especially when we have diagonal line like this because 66 00:08:58,624 --> 00:09:00,224 at the end we are going to 67 00:09:02,266 --> 00:09:09,065 record all the data into the pixel, right? And when we have diagonal line 68 00:09:09,068 --> 00:09:19,825 on this UV, the pixel, we have some juggling effect, okay? So we need 69 00:09:19,828 --> 00:09:29,745 anti-aliasing to remove this effect and increase the quality. So we have three 70 00:09:29,748 --> 00:09:40,945 options here, 4x, 16x, and 64x. When you are in the test phase, okay, we have test 71 00:09:40,948 --> 00:09:48,825 phase, we lower output size like 2k or 1k and lower anti-aliasing setting like 72 00:09:48,828 --> 00:09:55,905 4 or 16, and after we see everything is okay, everything is perfect, we don't have 73 00:09:55,908 --> 00:10:01,332 any big issue on the baking process, we can set the final setting. 74 00:10:01,334 --> 00:10:03,377 Subtitled by online-courses.club We compress knowledge for you! 75 00:10:03,378 --> 00:10:12,159 4K and 64x for anti-aliasing to get a clean result inside the baking process and the mesh 76 00:10:12,162 --> 00:10:13,159 maps. 77 00:10:13,162 --> 00:10:14,159 Okay? 78 00:10:14,162 --> 00:10:25,239 So, I'm going to set super sampling 64 for anti-aliasing and that's done. 79 00:10:25,242 --> 00:10:32,239 And for the match option, I'm going to explain you in the project this option because it's 80 00:10:32,242 --> 00:10:39,520 a little complicated and we need to work on a real subject. 81 00:10:40,520 --> 00:10:46,399 So, that's enough for the common setting option and we don't have any setting for the 82 00:10:46,402 --> 00:10:49,319 normal or the space normal. 83 00:10:49,322 --> 00:10:55,679 We have some setting for the ID color, we don't want to use that here but I'm going 84 00:10:55,682 --> 00:11:00,200 to explain you, don't worry, okay? 85 00:11:01,392 --> 00:11:10,431 For the ambient occlusion, two settings in the ambient occlusion mesh map channel, it's important. 86 00:11:10,434 --> 00:11:22,191 Secondary rays, when you increase this, it means you are going to increase the quality of the ambient occlusion, okay? 87 00:11:22,194 --> 00:11:29,391 And it takes more time to calculate the mesh maps, so be careful about this. 88 00:11:29,394 --> 00:11:37,631 And the self-occlusion, okay? I'm going to explain you in the project, don't worry about this. 89 00:11:37,634 --> 00:11:45,391 In the curvature, the same. The position, we're not going to touch anything here. 90 00:11:45,394 --> 00:11:51,631 The thickness, we have self-occlusion again, like ambient occlusion, and the secondary rays, 91 00:11:51,634 --> 00:12:00,512 and you can increase this, but it takes more time. And in the height, we don't have any special setting. 92 00:12:01,200 --> 00:12:09,599 And we leave it like this in the BenchNormal. We have self-occlusion, I'm going to explain you 93 00:12:09,602 --> 00:12:16,959 in the future, and the secondary rays, and it can increase your quality, 94 00:12:16,962 --> 00:12:24,479 okay, as we discussed before. And the opacity, nothing there. So the most setting, 95 00:12:24,482 --> 00:12:31,360 it's on the common setting. The output size, it's very important. 96 00:12:32,640 --> 00:12:39,279 Anti-aliasing, it's very important, and it could help you to increase your quality 97 00:12:39,282 --> 00:12:45,919 inside the baking process. And after that, we have high poly definition option here, 98 00:12:45,922 --> 00:12:54,000 and the cage slider for max frontal distance. It's a crucial setting that we 99 00:12:54,480 --> 00:13:00,240 need to tweak, okay. And in the example, we can see 100 00:13:00,656 --> 00:13:09,136 why it's so important for us, okay. So before jumping to the 3D viewport here in the baking room, 101 00:13:10,256 --> 00:13:19,215 I'm going to bake all the texture here and we are going to see what's happening after transfer all 102 00:13:19,218 --> 00:13:25,696 the data from high poly version, height number two, to the low poly one, okay. So let's bake it 103 00:13:26,256 --> 00:13:34,255 and see what's happening and we can come back here and continue our process. Okay, now we are done 104 00:13:34,258 --> 00:13:46,336 here in the baking process and we can see the magic of the baking, okay. This box, it's like 105 00:13:46,416 --> 00:13:56,016 12 face with sharp edge, okay, and the sharp angle. And as you can see, we can feel the chamfer 106 00:13:57,456 --> 00:14:00,176 that we have on the high poly version. 107 00:14:00,352 --> 00:14:08,271 on this model, right? Okay, so this is the power of the normal map. So in the texture 108 00:14:08,274 --> 00:14:17,152 set setting in the mesh map, if I remove the normal, as you can see, there is no 109 00:14:19,472 --> 00:14:29,631 chamfer edge here, okay? But let me press ctrl z and now you can see we have some 110 00:14:29,634 --> 00:14:39,232 smooth surface here, the chamfer here, but the main problem is this hard edge here. 111 00:14:40,192 --> 00:14:49,951 And what's going on? How we can solve this problem? It's related to the sharp edge on the model 112 00:14:49,954 --> 00:15:00,112 and the UV cut scene, okay? So this is the UV map that I have here. 113 00:15:00,304 --> 00:15:15,943 And on the model, let me show you, okay, let me delete this, we have this sharp edge, okay, 114 00:15:15,946 --> 00:15:21,103 without any transition, any transform in Chamfer or anything else. 115 00:15:21,106 --> 00:15:35,503 So when we have a sharp edge on the surface, we need to create a UV cut here, a UV seam cut here, okay? 116 00:15:35,506 --> 00:15:50,143 So the other solution for this is like removing all the sharp edges, like this, okay? 117 00:15:50,146 --> 00:15:55,463 This is the sharp version, and this is the unsharp version. 118 00:15:55,466 --> 00:15:59,144 So I create this with a smooth modifier and give it... 119 00:15:59,152 --> 00:16:08,032 one smoothing group to all model. So the technique here is using single smoothing group. 120 00:16:09,392 --> 00:16:11,552 Okay, let me export this. 121 00:16:14,272 --> 00:16:20,911 And this is the new low poly. Okay. 122 00:16:20,914 --> 00:16:37,872 And for the new low poly we use the same UV that we have. Okay, so let's go back to the Substance Painter. 123 00:16:39,392 --> 00:16:48,591 And I'm going to load the new low poly. And now let's go back to the bake room. 124 00:16:48,594 --> 00:16:58,992 And I'm going to bake again and see what's happening after that. And now we have... 125 00:16:59,088 --> 00:17:06,928 our mesh maps on the new model and there is no any seams here or black line here. 126 00:17:07,728 --> 00:17:15,648 So for solving the black lines on the normal map, the baking issue in the normal map, 127 00:17:16,608 --> 00:17:23,487 we have two solutions. The first solution is using one single smoothing group technique. 128 00:17:23,490 --> 00:17:33,408 And in this technique we need to have a high poly version and without that high poly version 129 00:17:34,768 --> 00:17:42,848 we cannot use this technique. And the second solution is something like this. 130 00:17:44,048 --> 00:17:52,208 Let me load this one. So we have this UV map and we are going to create 131 00:17:53,488 --> 00:17:57,808 on the edge, each edge that we have to sharp. 132 00:17:58,272 --> 00:18:01,072 for sharpness, a UV cut. 133 00:18:01,672 --> 00:18:05,072 So after this, we have a new UV. 134 00:18:05,152 --> 00:18:07,112 So let's do that. Okay. 135 00:18:07,152 --> 00:18:11,992 We are in the rezone and we need to create 136 00:18:12,952 --> 00:18:16,392 cut line on all of the edges here, 137 00:18:16,952 --> 00:18:20,152 and let's pack all the UV. Okay. 138 00:18:20,472 --> 00:18:25,391 We are going to have some introduction to rezone lab for the UV 139 00:18:25,394 --> 00:18:28,112 mapping. Don't worry about this step. 140 00:18:28,592 --> 00:18:33,591 I just want to show you what's happening when we bake the mesh maps and what are 141 00:18:33,594 --> 00:18:35,312 the common mistake, 142 00:18:35,352 --> 00:18:40,352 common issues inside the baking process and give you some solution. 143 00:18:40,992 --> 00:18:44,872 Okay. For each project, for each problem, 144 00:18:45,152 --> 00:18:48,192 you need to figure out what is the problem, 145 00:18:48,832 --> 00:18:53,832 but there are some main step to preventing 146 00:18:55,392 --> 00:18:57,752 issue inside there. 147 00:18:57,888 --> 00:19:07,887 baking process. Okay, so we break all the edge, all the sharp edge on the UV map. So let's save this 148 00:19:07,890 --> 00:19:14,607 version. Okay, and let's go back to Substance Painter, we need to update the model that we 149 00:19:14,610 --> 00:19:24,127 have here, as you can see, and we need to bake again. So after baking, we come back here and see 150 00:19:24,130 --> 00:19:33,808 what's happening. Okay, now the baking process is done, and as you can see, there is no black lines 151 00:19:35,648 --> 00:19:45,007 on the model, right? Everything is clean and perfect. And this is the UV that we have, we 152 00:19:45,010 --> 00:19:53,328 create, right? So we can solve this kind of problem with these two different techniques. 153 00:19:54,368 --> 00:19:56,448 The first solution was 154 00:19:56,816 --> 00:20:04,775 using a single smoothing group for whole surface whole model. Okay so after that 155 00:20:04,778 --> 00:20:12,735 when you bake there is no lines there is no mistake on the normal and your mesh 156 00:20:12,738 --> 00:20:20,775 maps. Okay and for the second technique we just put seams or the UV on the sharp 157 00:20:20,778 --> 00:20:31,055 edge on the model. Okay so in this way we can control these artifacts on our mesh 158 00:20:31,058 --> 00:20:38,735 maps and we can go to the next video and we are going to load the mystery box 159 00:20:38,738 --> 00:20:44,895 that we create on ZBrush and bake it into this simple box and see what's 160 00:20:44,898 --> 00:20:54,775 happening because now we have chamfer edge. Okay it's good we done the job but 161 00:20:54,778 --> 00:20:55,904 it's not enough. 162 00:20:56,064 --> 00:21:02,944 We need to see more about this magic. So let's go for the next video and after that we can 163 00:21:03,504 --> 00:21:09,344 know about the baking visualization option inside this window. 17712

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