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Okay, now it's time to start the process with baking the mesh maps.
And we are going to use the model that we create for the baking process, the Xcode one.
And the template is ASM.
The normal map is DirectX, and the UDIMs, it should be turned on.
Okay, so you just press OK.
And that's it.
So let's go to the bake menu, okay.
And in the common setting, let's change the output size to 4K, okay, and anti- aliasing
to 64X, okay.
And we don't have any hyperlinks from other software, so.
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We are going to use low poly mesh as high poly mesh option here.
And let's turn on the BenchNormal.
And when we want to date the mesh maps,
it's very important to understand what each mesh map does.
OK?
The Normal and the WordSpaceNormal is the way that we are going to transfer
from a high poly model to the low poly.
So, it's a way to fake details.
So, it's OK.
Let me deselect all of this.
OK.
And now, let's select Normal and WordSpace.
There is no any setting here that we can tweak.
Everything is under Common Settings.
And let's talk about the ID. ID is not a thing that we want in this project, so we are going
to escape that. And what about the ambient occlusion? Ambient occlusion is like a soft
shadow over a cast light, you know, in a concave area. And it's going to be
necessary for texturing inside Substance Painter, because very of the generators and very of
our techniques depends on these mesh maps. So we need ambient occlusion, and it's like,
OK, it should be vague from this exploit model. OK, so what about the curvature? Yeah, I think
we can call it the EdgeDetectMeshMaps, because it's going to reveal...
all the edges and transfer all the data related to the edges from 3D mesh to the 2D view, okay, on the texture.
So we need this, and what about the position? The position is like, okay, this is the top of the model,
okay, this is the front side, this is the, for example, right side, okay, and in this UV island,
if you want to add something, it's top of the model, okay, it's top part, it's not like,
okay, it's down, it's middle, or something like that. So position is very important mesh maps,
and we need to bake the assembly model and transfer the data from the assembly one.
Which we are going to render.
Okay, so, the position is not a mesh map that we are going to bake and explode.
Because it's going to be wrong, actually, when we want to texturing.
Okay, let me explain you.
Okay, in the texturing part, this is not here in this coordinate, in the 3D view.
Okay, it's be like here.
So, when we want to texture and the position map is baked before on the explode model,
it means in the position it should be like here, not here.
So, it's wrong.
So, we need to keep the position.
meshmaps for assembly bake. I'm going to show you, it's not a big deal, I just want to
show you that position is important and if we bake position map here in this mode it's not
correct. Okay, so we need to leave position and let's go check thickness. Thickness it's going to
bake and transfer data from model to texture related to the space between each face.
Okay, so in this way we can figure out, okay this is the big, this is the narrow option,
narrow model or something like this. So, now we are going to bake bent normal because
in a bent normal we have some combination between ambient occlusion and normal.
And the reason that we are going to bake bent normal is to help
improve our visual and lighting situation inside the 3D window.
Okay, so that's it.
We are going to bake normal, world space normal, ambient occlusion, curvature, thickness,
and bent normal here with a 4k size and super sampling 64.
There is no any other option that we are going to tweak here.
Okay, and I want to have the same setting for each texture set.
So let's go here.
Oh, no, here.
And in the mesh map bakers we are going to select apply selection to more texture sets.
And select all.
Okay, and everything is ready.
So...
I'm going to bake selected textures and after that we need to change the model so we can
bake position and after this part we are going to load the texturing model that we
export from 3ds max with the clone technique. So let's bake textures and come back for the next
part. Okay, now we are done. As you can see we have ambient occlusion, curvature,
don't have position yet, thickness, ends normal, normal, and border space normal. Okay, so...
Now we are going to change the model inside Substance Painter. Okay, let's go do that.
We can do it in Edit -> Project Configuration and in here we can select a different model or simply
click and drag, ok, and press OK. So, this is the model, ok, that we are going to use
for the rendering stage. That's it. This is the assembly one. Let's check the mesh maps
on this model. Ok. This is the ambient occlusion. Curvature, as you can see. Thickness. Bends
normal. Ok. Normal and border space normal. So, everything is fine, but we need to go
to the bake menu again and now let's deselect all and go to the position. Now we are going
to bake position mesh maps on this model. Ok.
So let's apply selection to more texture sets.
Ok, everything is fine, and let's go and bake selected textures.
Ok, now we are done here, we bake the position mesh maps,
and I want to show you the result of the mesh maps in the position channel from previous model.
Ok, so, this is the result, and if you compare this one to this one, you can understand what's happening here.
Ok, there is no red part in here, and the color, it's not like that.
So, when we bake the position map on this model, on this arrangement,
software could not understand where is a topside, where is a downside, and what is
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the space between each element, and what is the position of each UV island, and
it's very hard to create mask based on position. So, the right way to bake the
position is doing something like this, okay? When you want to use the explode
method. So, okay, let's change the model, okay, to for bake, okay, and we can see
that this is the right situation in position wish maps. So, we are done.
in baking mesh maps and now it's time to load the model that we
prepare for the texturing phase. Okay, the model that we use clone technique.
So, let's go load for texturing effects here and boom.
As you can see, everything is okay. This is the thickness, this is the height,
but we don't have height actually, and this is the bench normal,
this is the normal, or the space normal. Yeah, we don't have ID and this is the
ambient occlusion and this is the curvature. So, when we go in ambient occlusion,
okay.
there is no sign here for affecting this part, as you can see in here.
So, this is the right way to bake complex model, especially when we are going to use that
as a hero game asset. Okay, and that's it. Now we are ready to jump into texturing process.
So, let's setting up the viewport stuff and after that in next video we'll start to creating
the body material and after that other parts of this model. Okay, let's go to the display setting,
I'm going to use Studio Tomoko and let's increase the environment exposure.
Okay, we are going to change the focal length to something like 50, yeah it's better.
And let's change the Toon Mapping function to Aces, very good.
Let's go to the shader setting. In the shader setting I'm going to use double- sided.
Okay, so we can see what's happening here.
Okay, it's very good. Let's enable BenchNormal.
Okay, you can see the lighting, it's going to be more accurate when BenchNormal is enabled.
Okay, we don't want to use opacity in this project but if you want to have opacity you
can turn it on and add the channel. So this is all we can do in the shader setting.
Let's go for the texture set setting and in here I'm going to...
add ambient occlusion. Okay and yeah that's it. We don't want anything here
just ambient occlusion. Okay so this is for body. Let's go for the leg and fans.
Let's add ambient occlusion here. Okay and let's add ambient occlusion here too.
So everything is ready. We can go for the texturing part and it's so easy as you
can see. When we want to paint something here... Okay let's go to the body, create a
fill layer. Okay and let's create a paint layer. Make it red.
Okay painting detail here it's like you know we don't have control we can see
the right light reaction in here because there is no info for that
but when we use the clone technique as you can see yeah
we have it
okay we have the lighting we have the control and if I want to for example
pay more attention here I can use this model we could have a flip one
upside down version of this here but it's enough we can play with that and yeah
you're ready to go so in the next video we just start the process of creating material
for the body part
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