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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:15,919 Okay, now it's time to go for the real magic. I'm going to load the high-poly version here and now 2 00:00:15,922 --> 00:00:23,039 we have the high-poly version here and the output size is 4k. I'm okay with that. The anti-aliasing 3 00:00:23,042 --> 00:00:32,639 is 64. It's perfect, but we can sense something wrong here because we can see the red color in 4 00:00:32,642 --> 00:00:44,400 the viewport. Okay, so the first thing is in the latest version of Substance Painter. It's 9.1.1. 5 00:00:45,360 --> 00:00:55,119 We have a powerful baking visualization option inside Substance Painter that we used to see 6 00:00:55,122 --> 00:00:59,280 nothing when we bake inside Substance Painter and it's 7 00:01:00,123 --> 00:01:02,387 Subtitled by online-courses.club We compress knowledge for you! 8 00:01:02,388 --> 00:01:08,127 a very good feature inside Substance Painter thanks to Adobe. Okay, let's go and see what's 9 00:01:08,130 --> 00:01:14,207 happening here. Okay, we load some hyper-division here and this hyper-division, when we want 10 00:01:14,210 --> 00:01:20,727 to see what's happening in the viewport, we can define the color of the mesh itself. Okay, 11 00:01:20,730 --> 00:01:26,087 so we can change it to something like green. So, now we can see the hyper- division of the 12 00:01:26,090 --> 00:01:34,647 model in the green color. Okay, so what is the matching error? It means your hyper-division 13 00:01:34,650 --> 00:01:41,687 and the low poly-division, it's not matched. So, it's maybe related to the position inside 14 00:01:41,690 --> 00:01:49,527 your 3D software or maybe it's related to the cage. So, we can see, we can understand 15 00:01:49,530 --> 00:01:58,287 what's happening and we can define the error and try to solve it. Okay, so that's it. And 16 00:01:58,290 --> 00:01:59,368 we have the cage. 17 00:01:59,440 --> 00:02:06,960 Okay, so we can increase the opacity for the cage, we can change the color of the cage as you can see, 18 00:02:07,840 --> 00:02:15,919 we can see the wireframe of the cage because our low poly model it's like a simple cube in the world 19 00:02:15,922 --> 00:02:23,439 so we cannot see, we are not able to see the wireframe on that. Okay, so this is the situation 20 00:02:23,442 --> 00:02:31,119 that we have here, this is the option that we have and for the UV seam, whenever you see this purple 21 00:02:31,122 --> 00:02:43,999 line and you don't know, okay I'm okay with the UV or with the bake result, you can focus on this 22 00:02:44,002 --> 00:02:52,079 purple color on the mesh in this baking visualization. It means when you see the purple line here 23 00:02:52,082 --> 00:02:58,640 on this edge, you need to put cut edge on the UV. 24 00:02:58,992 --> 00:03:10,271 and make it separate. Okay, so this is the meaning of this color, but if you put the sharp edge over 25 00:03:10,274 --> 00:03:18,751 there on the purpose and you can understand what's happening and you can see and control 26 00:03:18,754 --> 00:03:25,232 the situation, it's okay. You can ignore this color, but it's like warning to you, 27 00:03:26,032 --> 00:03:33,711 this is the sharp edge and there is no seam over here and maybe you are going to face a problem 28 00:03:33,714 --> 00:03:43,712 with normal baking here. So that's a true fact. So we can fix the mistake before doing anything. 29 00:03:45,312 --> 00:03:49,151 So we don't have anything purple here, so we can skip that. 30 00:03:49,154 --> 00:03:57,072 And the project mesh or low poly, it's like dark gray, right? 31 00:03:58,064 --> 00:04:07,744 We can change it to anything else. So let me turn off this and you can see this is a low poly one. 32 00:04:08,704 --> 00:04:14,463 Okay and we have the material for that. You can increase the metallic, you can 33 00:04:14,466 --> 00:04:20,783 decrease the roughness to have this shiny material in the baking menu. 34 00:04:20,786 --> 00:04:33,903 So let's go for bake the result, okay? From this high poly to the low poly without touching the 35 00:04:33,906 --> 00:04:42,863 cage. We need to see what's happening when we have this red area on the high poly model, okay? 36 00:04:42,866 --> 00:04:51,423 And what is the missing part? And after that you can understand why the cage distance is 37 00:04:51,426 --> 00:04:55,984 so important. So let's go for the baking and see what's happening. 38 00:04:56,512 --> 00:05:05,712 Okay, the baking process is over and now we can see what's the result. So let's click here and boom. 39 00:05:07,072 --> 00:05:14,192 Let's go here, make it a little dark and we can increase the roughness. Yeah, 40 00:05:15,472 --> 00:05:23,231 and on the shiny surface you can see the baking error very much better. So this is what's 41 00:05:23,234 --> 00:05:33,392 happening when you don't set your cage properly. So you miss the data like this. Okay, so 42 00:05:34,512 --> 00:05:45,791 let's increase the cage distance until all the red area gone. Yeah, everything is okay and we are 43 00:05:45,794 --> 00:05:53,951 going to bake again. The baking process is over. We have all the data from high poly to the low poly 44 00:05:53,954 --> 00:05:55,552 and please... 45 00:05:55,744 --> 00:06:05,104 attention to this right there, this low poly model with this detail on the surface, it has just only 46 00:06:05,904 --> 00:06:16,063 12 polygons, not more. Okay, but you can see, you can feel the data on it, right? So this is the magic 47 00:06:16,066 --> 00:06:27,664 of the baking mesh maps. So, okay, I think we are done in this window. We discussed about 48 00:06:28,544 --> 00:06:35,664 many things, we learned many things, and there is just only one matter we need to discuss. 49 00:06:36,224 --> 00:06:44,063 When you set neutral material for the baking visualization, it's not happening on the 50 00:06:44,066 --> 00:06:51,583 painting window. So it's just for this window and that's it. And let's go on the painting window. 51 00:06:51,586 --> 00:06:53,264 So this is the painting window. 52 00:06:53,632 --> 00:06:57,632 We have all the data on the surface. We have chamfer edge. 53 00:07:02,832 --> 00:07:04,832 We have the data from HiPoly model. 54 00:07:07,792 --> 00:07:20,432 And now if I turn on the bronze armor, we can see there is interaction between material 55 00:07:21,392 --> 00:07:29,071 and the detail on the mesh maps. Let me increase the texture size on the viewport to 2k so we can 56 00:07:29,074 --> 00:07:44,911 see so much better here. Okay, perfect. It's perfect. So let me test another thing here. 57 00:07:44,914 --> 00:07:53,359 I'm going to load another smart material. Okay, for example, this steel. 58 00:07:53,362 --> 00:08:00,240 Paint. Yes, as you can see, 59 00:08:01,280 --> 00:08:05,359 now we have interaction between 60 00:08:05,362 --> 00:08:11,480 details on the mesh maps and the layers. 61 00:08:14,640 --> 00:08:18,239 Let me explain you very quick, 62 00:08:18,242 --> 00:08:22,760 very briefly about the mesh map itself. 63 00:08:22,840 --> 00:08:32,120 So, we don't need to understand which mesh maps does which work. 64 00:08:33,400 --> 00:08:40,360 You just need to be familiar with them, bake the mesh maps, and go for the texturing part. 65 00:08:41,080 --> 00:08:50,439 Okay, and in the experience in doing a project, you can have a better understanding of the mesh 66 00:08:50,442 --> 00:08:53,215 maps and how they work. 67 00:08:53,218 --> 00:09:03,615 So, I'm going to click on the B, the keyboard, and we are going to start with the normal, 68 00:09:03,618 --> 00:09:04,615 okay? 69 00:09:04,618 --> 00:09:12,215 We can select B on the keyboard, or go here and choose the mesh maps channel that we want. 70 00:09:12,218 --> 00:09:15,815 So, this is the normal, okay? 71 00:09:15,818 --> 00:09:24,815 This normal map, this normal channel, or normal data, do the most thing. 72 00:09:24,818 --> 00:09:34,575 So when we talk about transfer data from high poly to the low poly and fake those details, 73 00:09:34,578 --> 00:09:39,895 we are talking about the normal map, okay? 74 00:09:39,898 --> 00:09:45,015 So, the next one is word space normal. 75 00:09:45,018 --> 00:09:52,096 They are like the same, but the coordinate of them is different, okay? 76 00:09:52,272 --> 00:09:58,272 It's related to the word and the position of the object in the 3D board, 77 00:10:00,345 --> 00:10:02,393 Subtitled by online-courses.club We compress knowledge for you! 78 00:10:02,394 --> 00:10:06,832 but the first one is related to the object itself. You are going to see 79 00:10:07,952 --> 00:10:16,672 these kind of normal map like purple all the time, so whenever you see the purple map, 80 00:10:17,472 --> 00:10:29,311 it's the normal map, okay? But when you see something like this, green, red, and blue, 81 00:10:29,314 --> 00:10:40,112 or purple, you can understand this is the word space normal map, okay? So they do the same thing, 82 00:10:40,672 --> 00:10:49,471 but in different coordinates. Do I need to know which one is better, or which one is 83 00:10:49,474 --> 00:10:51,312 mostly in common use? 84 00:10:51,568 --> 00:11:00,128 The answer is no for your level. You just need to know the normal map, the purple normal map, 85 00:11:01,248 --> 00:11:11,408 do the work, make fake detail, and create your model beautiful, a low poly model. Okay, 86 00:11:12,208 --> 00:11:18,288 and that's it. So let's go for the ID. It's not important right now. We are going to discuss this 87 00:11:19,248 --> 00:11:26,688 in the future. And the ambient occlusion. Ambient occlusion is a very important map 88 00:11:27,408 --> 00:11:34,208 when you bake the detail from high poly to low poly. Okay, and during this course 89 00:11:35,888 --> 00:11:47,488 you hear about AO magic, AO plus, or adding AO detail, and this is a crucial 90 00:11:48,288 --> 00:11:50,288 step when you create 91 00:11:50,544 --> 00:11:59,743 detail in the normal map, you need to add ambient occlusion to that to create beautiful effect, 92 00:11:59,746 --> 00:12:08,144 beautiful result. Okay, so what is the ambient occlusion exactly? It's like soft shadow channel. 93 00:12:09,104 --> 00:12:17,263 Okay, for example consider this, we are in the room, we are in the situation 94 00:12:17,266 --> 00:12:31,903 that there is just one light, one area light or only light and the intensity on the environment 95 00:12:31,906 --> 00:12:43,263 is the same on every point. Okay, so it makes soft shadow like cloudy days and the ambient occlusion 96 00:12:43,266 --> 00:12:50,464 is something like the soft shadow channel. Help us to understand. 97 00:12:51,200 --> 00:12:59,440 the corners or the edge. Okay, so let's go for the next one, the curvature. 98 00:13:00,160 --> 00:13:10,080 The curvature in general shows us the edges. So for the model, as you can see, we have the edge 99 00:13:11,440 --> 00:13:18,799 and for the detail, as you can see, now we can understand where is the edge of this detail, 100 00:13:18,802 --> 00:13:28,720 where is the edge, where is the edge, etc. Okay, so this is the curvature showing edge to us. 101 00:13:29,840 --> 00:13:36,719 And this is the position. It's not related to the high poly version, it's just related to the 102 00:13:36,722 --> 00:13:43,599 low poly one. It helps to Substance Painter to understand the position and the coordinate of 103 00:13:43,602 --> 00:13:50,480 the model in 3D space. Okay, so now we can understand this is the red point. 104 00:13:50,960 --> 00:13:57,839 This is, for example, the left side, this is the top side, or this is the position or the coordinate 105 00:13:57,842 --> 00:14:04,000 on the 3D space. Okay, which coordinate? So the position is related to the coordinate, 106 00:14:04,720 --> 00:14:12,720 the position of the low-poly model in the world space. Okay, it's not related to the high-poly 107 00:14:13,280 --> 00:14:20,160 transfer data, to the low-poly and fade data, fade details. And this is the thickness. 108 00:14:20,800 --> 00:14:29,760 Okay, the thickness is like this. When we have two surfaces close each other, 109 00:14:30,960 --> 00:14:39,359 in the thickness, we can understand this with white and black value. When the surfaces, 110 00:14:39,362 --> 00:14:48,160 they are close together, the value is black. And when the surfaces, they are far from together. 111 00:14:48,944 --> 00:14:57,824 The value is white. Okay, so we can understand the thickness of the model 112 00:14:58,464 --> 00:15:03,504 with the thickness mesh maps. Okay, so I think this is the last one. 113 00:15:05,744 --> 00:15:09,424 Yes, and we are going to discuss about the height, 114 00:15:10,384 --> 00:15:19,023 bench normal and opacity in the future. And I think this is enough for the baking process, 115 00:15:19,026 --> 00:15:25,343 introduction to the baking. We are going to discuss about explode baking technique. 116 00:15:25,346 --> 00:15:32,303 We are going to discuss about the modern way of the baking complex model inside Substance Painter. 117 00:15:32,306 --> 00:15:40,224 Don't worry about that. And that's it. So let's go for the project and be creative. 13233

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