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Okay, now it's time to go for the real magic. I'm going to load the high-poly version here and now
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we have the high-poly version here and the output size is 4k. I'm okay with that. The anti-aliasing
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is 64. It's perfect, but we can sense something wrong here because we can see the red color in
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the viewport. Okay, so the first thing is in the latest version of Substance Painter. It's 9.1.1.
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We have a powerful baking visualization option inside Substance Painter that we used to see
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nothing when we bake inside Substance Painter and it's
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a very good feature inside Substance Painter thanks to Adobe. Okay, let's go and see what's
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happening here. Okay, we load some hyper-division here and this hyper-division, when we want
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to see what's happening in the viewport, we can define the color of the mesh itself. Okay,
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so we can change it to something like green. So, now we can see the hyper- division of the
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model in the green color. Okay, so what is the matching error? It means your hyper-division
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and the low poly-division, it's not matched. So, it's maybe related to the position inside
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your 3D software or maybe it's related to the cage. So, we can see, we can understand
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what's happening and we can define the error and try to solve it. Okay, so that's it. And
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we have the cage.
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Okay, so we can increase the opacity for the cage, we can change the color of the cage as you can see,
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we can see the wireframe of the cage because our low poly model it's like a simple cube in the world
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so we cannot see, we are not able to see the wireframe on that. Okay, so this is the situation
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that we have here, this is the option that we have and for the UV seam, whenever you see this purple
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line and you don't know, okay I'm okay with the UV or with the bake result, you can focus on this
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purple color on the mesh in this baking visualization. It means when you see the purple line here
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on this edge, you need to put cut edge on the UV.
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and make it separate. Okay, so this is the meaning of this color, but if you put the sharp edge over
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there on the purpose and you can understand what's happening and you can see and control
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the situation, it's okay. You can ignore this color, but it's like warning to you,
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this is the sharp edge and there is no seam over here and maybe you are going to face a problem
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with normal baking here. So that's a true fact. So we can fix the mistake before doing anything.
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So we don't have anything purple here, so we can skip that.
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And the project mesh or low poly, it's like dark gray, right?
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We can change it to anything else. So let me turn off this and you can see this is a low poly one.
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Okay and we have the material for that. You can increase the metallic, you can
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decrease the roughness to have this shiny material in the baking menu.
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So let's go for bake the result, okay? From this high poly to the low poly without touching the
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cage. We need to see what's happening when we have this red area on the high poly model, okay?
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And what is the missing part? And after that you can understand why the cage distance is
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so important. So let's go for the baking and see what's happening.
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Okay, the baking process is over and now we can see what's the result. So let's click here and boom.
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Let's go here, make it a little dark and we can increase the roughness. Yeah,
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and on the shiny surface you can see the baking error very much better. So this is what's
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happening when you don't set your cage properly. So you miss the data like this. Okay, so
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let's increase the cage distance until all the red area gone. Yeah, everything is okay and we are
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going to bake again. The baking process is over. We have all the data from high poly to the low poly
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and please...
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attention to this right there, this low poly model with this detail on the surface, it has just only
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12 polygons, not more. Okay, but you can see, you can feel the data on it, right? So this is the magic
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of the baking mesh maps. So, okay, I think we are done in this window. We discussed about
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many things, we learned many things, and there is just only one matter we need to discuss.
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When you set neutral material for the baking visualization, it's not happening on the
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painting window. So it's just for this window and that's it. And let's go on the painting window.
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So this is the painting window.
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We have all the data on the surface. We have chamfer edge.
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We have the data from HiPoly model.
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And now if I turn on the bronze armor, we can see there is interaction between material
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and the detail on the mesh maps. Let me increase the texture size on the viewport to 2k so we can
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see so much better here. Okay, perfect. It's perfect. So let me test another thing here.
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I'm going to load another smart material. Okay, for example, this steel.
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Paint. Yes, as you can see,
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now we have interaction between
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details on the mesh maps and the layers.
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Let me explain you very quick,
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very briefly about the mesh map itself.
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So, we don't need to understand which mesh maps does which work.
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You just need to be familiar with them, bake the mesh maps, and go for the texturing part.
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Okay, and in the experience in doing a project, you can have a better understanding of the mesh
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maps and how they work.
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So, I'm going to click on the B, the keyboard, and we are going to start with the normal,
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okay?
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We can select B on the keyboard, or go here and choose the mesh maps channel that we want.
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So, this is the normal, okay?
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This normal map, this normal channel, or normal data, do the most thing.
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So when we talk about transfer data from high poly to the low poly and fake those details,
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we are talking about the normal map, okay?
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So, the next one is word space normal.
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They are like the same, but the coordinate of them is different, okay?
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It's related to the word and the position of the object in the 3D board,
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but the first one is related to the object itself. You are going to see
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these kind of normal map like purple all the time, so whenever you see the purple map,
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it's the normal map, okay? But when you see something like this, green, red, and blue,
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or purple, you can understand this is the word space normal map, okay? So they do the same thing,
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but in different coordinates. Do I need to know which one is better, or which one is
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mostly in common use?
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The answer is no for your level. You just need to know the normal map, the purple normal map,
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do the work, make fake detail, and create your model beautiful, a low poly model. Okay,
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and that's it. So let's go for the ID. It's not important right now. We are going to discuss this
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in the future. And the ambient occlusion. Ambient occlusion is a very important map
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when you bake the detail from high poly to low poly. Okay, and during this course
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you hear about AO magic, AO plus, or adding AO detail, and this is a crucial
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step when you create
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detail in the normal map, you need to add ambient occlusion to that to create beautiful effect,
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beautiful result. Okay, so what is the ambient occlusion exactly? It's like soft shadow channel.
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Okay, for example consider this, we are in the room, we are in the situation
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that there is just one light, one area light or only light and the intensity on the environment
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is the same on every point. Okay, so it makes soft shadow like cloudy days and the ambient occlusion
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is something like the soft shadow channel. Help us to understand.
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the corners or the edge. Okay, so let's go for the next one, the curvature.
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The curvature in general shows us the edges. So for the model, as you can see, we have the edge
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and for the detail, as you can see, now we can understand where is the edge of this detail,
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where is the edge, where is the edge, etc. Okay, so this is the curvature showing edge to us.
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And this is the position. It's not related to the high poly version, it's just related to the
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low poly one. It helps to Substance Painter to understand the position and the coordinate of
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the model in 3D space. Okay, so now we can understand this is the red point.
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This is, for example, the left side, this is the top side, or this is the position or the coordinate
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on the 3D space. Okay, which coordinate? So the position is related to the coordinate,
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the position of the low-poly model in the world space. Okay, it's not related to the high-poly
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transfer data, to the low-poly and fade data, fade details. And this is the thickness.
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Okay, the thickness is like this. When we have two surfaces close each other,
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in the thickness, we can understand this with white and black value. When the surfaces,
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they are close together, the value is black. And when the surfaces, they are far from together.
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The value is white. Okay, so we can understand the thickness of the model
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with the thickness mesh maps. Okay, so I think this is the last one.
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Yes, and we are going to discuss about the height,
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bench normal and opacity in the future. And I think this is enough for the baking process,
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introduction to the baking. We are going to discuss about explode baking technique.
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We are going to discuss about the modern way of the baking complex model inside Substance Painter.
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Don't worry about that. And that's it. So let's go for the project and be creative.
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