All language subtitles for 54 - Prop Creation AO Bake

af Afrikaans
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian Download
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:04,864 --> 00:00:10,240 Ok so now that we have our normal amount of baked for our properties here 2 00:00:10,752 --> 00:00:14,592 We are going to look at how to bake the ambient occlusion map 3 00:00:15,104 --> 00:00:19,968 Now he's beating being inclusion before in our tileset series 4 00:00:20,480 --> 00:00:26,112 But we're going to look at haunted to the inclusion for a proper such as this one 5 00:00:26,624 --> 00:00:32,768 It's not going to be two radically different but there are some things you need to keep in mind when dealing with a manifold 6 00:00:33,024 --> 00:00:34,048 Steps such as this one 7 00:00:35,584 --> 00:00:38,400 So the first thing you notice when you go to 8 00:00:38,656 --> 00:00:43,776 Break your immune inclusion is that when you try to come in here to big type 9 00:00:44,032 --> 00:00:49,920 You'll see that we only have normals and displacement here we don't have an option for a vehicle 10 00:00:50,944 --> 00:00:56,832 Now this is because we are using the big from multi resources simply just a limitation of blender 11 00:00:57,344 --> 00:01:00,397 You cannot use a multi Rise modifier to bake 12 00:01:00,399 --> 00:01:03,003 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 13 00:01:03,004 --> 00:01:03,744 Ambient occlusion from 14 00:01:04,768 --> 00:01:08,864 Premier all black basic Lee to a lower resolution version of itself 15 00:01:09,376 --> 00:01:11,168 We need to uncheck this 16 00:01:11,680 --> 00:01:15,776 And that will give us all other big types back here including ambient occlusion 17 00:01:16,288 --> 00:01:22,432 But now the issue is how do we big from basically high subdivision here to lose 18 00:01:22,688 --> 00:01:24,480 Division on the same mash 19 00:01:24,736 --> 00:01:29,088 Well at the short answer is simply that we really can't 20 00:01:29,344 --> 00:01:31,392 So what we need to do here 21 00:01:32,160 --> 00:01:34,720 Is to duplicate this object in then 22 00:01:34,976 --> 00:01:38,560 Use the selected to active 23 00:01:38,816 --> 00:01:42,656 Option that we use when we were talking about creating our Thailand text 24 00:01:43,680 --> 00:01:49,824 I'm gonna pop into the layout tab just to get a little bit easier of you here and what the first thing I'm going to 25 00:01:50,080 --> 00:01:52,128 Who is just duplicate this 26 00:01:52,640 --> 00:01:55,712 There's a shift indeed on the keyboard 27 00:02:01,344 --> 00:02:05,696 Sell an egg in a hedge there because 28 00:02:06,208 --> 00:02:08,000 Keep in mind that this 29 00:02:08,256 --> 00:02:12,096 Object here has the 6 layers of subdivision so it has 30 00:02:12,352 --> 00:02:12,864 Email 31 00:02:13,120 --> 00:02:14,144 3000 32 00:02:15,680 --> 00:02:20,544 Triangles now between these two objects 6 million 33 00:02:21,056 --> 00:02:24,896 Sell it just take a little bit of time to calculate that 34 00:02:25,664 --> 00:02:27,456 Because it is such a high resolution 35 00:02:28,224 --> 00:02:34,368 I'm going to clear the location of this by sweating and handing out in g on the keyboard to send it back to 36 00:02:37,952 --> 00:02:43,328 And I'm going to do the same thing for this one so that they are occupying the same physical space cos if you remember 37 00:02:43,840 --> 00:02:49,472 We read apologise to this we place the origin point at the brown hair but we didn't move it at all 38 00:02:49,984 --> 00:02:56,128 Cell and we need these two pieces to be occupying the same physical space in order for this baby 39 00:02:56,384 --> 00:02:58,432 Works Lyng on this one 40 00:02:59,968 --> 00:03:06,112 It doesn't fully matter right now where the pivot point is were going to have to move It Anyway before we bring it in 41 00:03:06,368 --> 00:03:08,416 And we'll is just important that they match 42 00:03:09,440 --> 00:03:15,584 Ok so we need to decide which one is going to be a low res in which one is going to be alright high-res version 43 00:03:16,352 --> 00:03:18,912 Now this is my original object here 44 00:03:19,424 --> 00:03:24,544 I am going to make this for my low poly because one is already set to that 45 00:03:26,080 --> 00:03:32,224 And to we are we have our material in our bake applied to this objects I'm just going to leave this one 46 00:03:32,480 --> 00:03:32,992 Is 47 00:03:33,504 --> 00:03:39,136 Actually the only thing I'm going to do here is to speed up my performance I'm going to just delete 48 00:03:39,392 --> 00:03:44,512 There's no T-Rex modifier from just for this one it's important that you keep it on this one though 49 00:03:46,560 --> 00:03:49,376 What time the original in until get a hypo here 50 00:03:51,168 --> 00:03:57,312 For this one I'm going to do is apply my not here as so basically I'm going to keep it at its highest 51 00:03:57,568 --> 00:04:00,640 Division but I'm going to delete those that are lower 52 00:04:01,152 --> 00:04:04,736 Can I do that by applying that so I'm just going to check mode 53 00:04:05,248 --> 00:04:06,784 It does Ramadan include play 54 00:04:07,040 --> 00:04:11,904 And because this is a very dense object it may take several minutes to a calculator 55 00:04:16,512 --> 00:04:21,887 Once I applied it will disappear from the modifier Stack and what you will be left 56 00:04:22,655 --> 00:04:26,239 Is to duplicates of your model 57 00:04:26,751 --> 00:04:32,895 Directly on top of each other one over your low-poly in one will be your hi Paul I'm just going to rename this one 58 00:04:33,151 --> 00:04:34,431 Don't confuse myself 59 00:04:35,455 --> 00:04:37,759 Just to keep the straight 60 00:04:42,111 --> 00:04:46,207 Ok so now that we have the stupid catered out properly 61 00:04:46,719 --> 00:04:50,559 We can use this selector to activate output 62 00:04:52,607 --> 00:04:55,679 Of course meaning 8 extra flat too big into 63 00:04:56,191 --> 00:04:57,983 So that's come into our material 64 00:04:59,007 --> 00:04:59,775 Shift 65 00:05:00,031 --> 00:05:01,823 And add an image texture 66 00:05:02,847 --> 00:05:04,639 And we're going to be training new one here 67 00:05:05,151 --> 00:05:06,175 What's Calis 68 00:05:06,431 --> 00:05:08,223 Play Over My inclusion 69 00:05:08,735 --> 00:05:14,111 No leave it at 4K resolution and greater disabled alpha because it's we don't need 70 00:05:15,391 --> 00:05:18,463 And I'm going to leave the generator type as link 71 00:05:18,719 --> 00:05:19,487 Ok 72 00:05:20,511 --> 00:05:25,631 And we can see a preview of this on the left side if we selected from the dropdown in 73 00:05:25,887 --> 00:05:27,423 Is a Corsa disabling 74 00:05:27,679 --> 00:05:28,703 Image 75 00:05:31,263 --> 00:05:35,359 Inclusion and just to make sure that this is set to 144 brightness 76 00:05:38,175 --> 00:05:44,319 And the one thing that's most important I found when baking Amy and clo in here is that if you have 77 00:05:44,575 --> 00:05:50,719 Any other on drugs in your seen such as these backups I created one for my state one of 78 00:05:50,975 --> 00:05:52,511 15 into 4 memory topology 79 00:05:53,279 --> 00:05:59,423 These even if they are hidden they will affect the outcome of your ambient occlusion so because I have a 80 00:05:59,679 --> 00:06:00,191 He's here 81 00:06:00,703 --> 00:06:03,263 They are basically even though I can't see them 82 00:06:04,031 --> 00:06:10,175 In the viewport there still can be blocking light and that is going to negatively of 83 00:06:10,431 --> 00:06:11,455 Next outlet 84 00:06:12,223 --> 00:06:17,087 So it is really important that if you have anything like this like backups or any hidden object 85 00:06:17,599 --> 00:06:23,743 That you do not want to be part of your big we need to not only disable them from the viewport will be offered me to him 86 00:06:23,999 --> 00:06:29,375 Camera icon on here to disable them from any renders or bakes that we do 87 00:06:29,631 --> 00:06:30,911 Ok so 88 00:06:31,679 --> 00:06:35,007 How we don't need 16 pixels of margin 89 00:06:35,775 --> 00:06:41,919 Bad hand and select are high poly and then control and select are 90 00:06:42,175 --> 00:06:43,199 Holly and the outliner 91 00:06:43,967 --> 00:06:50,111 And what's to see what kind of result we get from this big here we will probably need an exam adjustments 92 00:06:50,367 --> 00:06:51,903 That is ok so 93 00:06:52,415 --> 00:06:56,255 I'm make sure so I can do is try 94 00:06:56,767 --> 00:07:02,911 And make sure your selection order is correct so select the high resolution one first and then 95 00:07:03,167 --> 00:07:03,679 Turn the light off 96 00:07:04,191 --> 00:07:05,727 Then go ahead and bake 97 00:07:14,431 --> 00:07:20,575 Ok I want to help as a recording because I forgot to set my Mac samples back 98 00:07:20,831 --> 00:07:22,879 Onto a low value for testing bass 99 00:07:23,903 --> 00:07:30,047 But let's in look at what we have here obviously this looks to be quite a 100 00:07:31,071 --> 00:07:36,191 Because we need to make some adjustments here in order to get our baked work properly 101 00:07:38,495 --> 00:07:39,263 Cell 102 00:07:41,311 --> 00:07:42,847 What we really need to do here 103 00:07:43,103 --> 00:07:46,943 First thing I do is going to send these samples down under 1 104 00:07:47,199 --> 00:07:53,343 And just to speed up the big process until I get my settings correct and then I will operate it back 105 00:07:54,111 --> 00:07:56,159 To get the final result here 106 00:07:57,183 --> 00:08:01,279 The little devil got the password is going on here but basically 107 00:08:01,791 --> 00:08:06,143 Does the same issue we were having with our tile set in that every area 108 00:08:06,655 --> 00:08:12,031 Have our a scope that was poking through or low res version here 109 00:08:12,799 --> 00:08:14,847 I was causing some issues here 110 00:08:15,615 --> 00:08:18,175 So I'm going to do just to make this 111 00:08:18,431 --> 00:08:22,015 Cleaner is going to disconnect my mum out for a moment 112 00:08:23,551 --> 00:08:27,135 In order to better visualise the areas that are poking through 113 00:08:27,647 --> 00:08:31,999 The other thing I'm going to do if I'm going to use some of these 114 00:08:32,511 --> 00:08:38,655 Extrusion in Max raid distance settings to refine this further so 115 00:08:38,911 --> 00:08:41,471 When we break your tiles out with your baking a flat image 116 00:08:41,983 --> 00:08:43,775 From a flat plane 117 00:08:44,543 --> 00:08:50,687 So are we had to do to avoid this was to just raise our plane and a little bit in 118 00:08:51,199 --> 00:08:57,343 A little bit away from our scope to say that the stop wasn't poking through now this is 119 00:08:57,599 --> 00:09:00,415 Close otherwise known as a manifold object 120 00:09:00,927 --> 00:09:03,999 So there's no Direction that we can 121 00:09:04,511 --> 00:09:05,535 Move this 122 00:09:05,791 --> 00:09:09,375 Search that it won't cause issues on the other side 123 00:09:09,631 --> 00:09:10,143 Cell 124 00:09:10,911 --> 00:09:15,519 2-minute dislike poking through effect all we have to do is use some of these 125 00:09:16,287 --> 00:09:17,311 Options here 126 00:09:17,567 --> 00:09:22,431 So the extrusion option is basically describing 127 00:09:22,687 --> 00:09:28,831 Process of moving low poly away from the high poly so that it no longer is clipping through 128 00:09:29,599 --> 00:09:31,903 Does basically going to inflate 129 00:09:32,159 --> 00:09:38,303 Are low poly object by whatever number we sat here currently at 0 m so it's 130 00:09:38,559 --> 00:09:39,583 Not inflating in at all 131 00:09:40,607 --> 00:09:42,399 Now the masqueraders 132 00:09:42,911 --> 00:09:44,959 Has to do with how these are 133 00:09:45,471 --> 00:09:49,055 Maps are calculated basically what is happening is that 134 00:09:49,823 --> 00:09:52,127 It looks I your objects and 135 00:09:52,895 --> 00:09:53,919 It's going to 136 00:09:54,431 --> 00:09:59,551 Look at take your love Harley object in swimming to shoot a ray or a vector 137 00:10:00,345 --> 00:10:02,504 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 138 00:10:02,505 --> 00:10:02,111 Out from it or infamy 139 00:10:03,135 --> 00:10:09,279 At a certain distance and whenever it hits something else meaning the high place 140 00:10:09,535 --> 00:10:12,351 What year is going to use whatever information is under it 141 00:10:12,607 --> 00:10:14,911 To bakes that texture so 142 00:10:15,679 --> 00:10:21,823 With that in mind West start messing with the settings a little bit to try to get a better results 143 00:10:22,079 --> 00:10:23,359 I'm going to start pretty small here 144 00:10:24,639 --> 00:10:28,479 The extrusion of 0.1 m in a Max raid distance of point one 145 00:10:30,527 --> 00:10:32,575 So I'm let's make sure 146 00:10:33,087 --> 00:10:35,647 Selection order is correct in Retford bake again 147 00:10:36,671 --> 00:10:39,743 You should go a little bit faster this time because again I have 148 00:10:39,999 --> 00:10:41,791 Reduce my samples here 149 00:10:46,655 --> 00:10:49,727 Ok so here is the result of my second baby 150 00:10:50,239 --> 00:10:52,799 Now these little tiny black dot 151 00:10:53,055 --> 00:10:59,199 Are nothing to worry about that is just because I've reduced my samples here so I'm getting a match 152 00:10:59,455 --> 00:11:00,735 Lower quality image 153 00:11:01,247 --> 00:11:05,087 These will go away when you increase this value up again 154 00:11:05,599 --> 00:11:09,183 It's diesel large black areas that are the issue here 155 00:11:10,207 --> 00:11:10,975 So any 156 00:11:11,231 --> 00:11:17,375 Where that you're saying is Big Splash as this is because the mesh of the sculptor is still 157 00:11:17,887 --> 00:11:18,911 Throughout that area 158 00:11:19,167 --> 00:11:22,239 So we need to increase these values here 159 00:11:23,007 --> 00:11:25,055 In order to get 160 00:11:25,567 --> 00:11:29,407 The extrusion large enough such that the mushroom poke through 161 00:11:29,919 --> 00:11:36,063 Now you'll notice when I change the settings nothing changes in the viewport that is because this is not a 162 00:11:36,319 --> 00:11:38,879 Scaling your mesh in anyway so 163 00:11:39,135 --> 00:11:44,255 You will not be able to visualise these changes in any way other than 164 00:11:44,767 --> 00:11:50,911 You know increasing the values and baking again to see the difference so unfortunately there's no way to 165 00:11:51,167 --> 00:11:52,703 Real-time view this 166 00:11:53,215 --> 00:11:57,311 At based on using the settings but it's just a little bit of trial and error 167 00:11:58,847 --> 00:12:03,711 I'm again I'm ignoring me tell him my dad sees Biggs watches that I'm trying to get rid of 168 00:12:04,479 --> 00:12:10,623 I'm going to make my flashing and make sure everything is selected properly I've made my changes that 169 00:12:10,879 --> 00:12:11,903 Baby one more time 170 00:12:13,951 --> 00:12:18,815 And the area equation maths do you take a little bit longer to bake than the normal 171 00:12:19,327 --> 00:12:24,191 That's normal so I'm just going to pause the recording while it's speaking 172 00:12:25,983 --> 00:12:28,543 Ok so we have our results here 173 00:12:28,799 --> 00:12:33,919 And this is looking pretty good we do this so have a wonderful issue here with the lips 174 00:12:34,431 --> 00:12:36,223 Cell let's 175 00:12:36,479 --> 00:12:38,271 Increases 2.3 176 00:12:39,551 --> 00:12:40,575 3 177 00:12:41,599 --> 00:12:42,879 And try one more time 178 00:12:47,231 --> 00:12:51,071 So that last just a minute or two 179 00:12:51,583 --> 00:12:57,727 And you'll see that if we look at our image here we still have these fuzzy black dots that 180 00:12:57,983 --> 00:13:00,543 Sibling issue but all of the large 181 00:13:01,055 --> 00:13:05,151 Black splotches that were caused by the mesh couldn't have gone away so 182 00:13:05,663 --> 00:13:11,807 I'm for my particular case .3 and 3 seem to work very well this me 183 00:13:12,063 --> 00:13:18,207 Very for you because you are you're on getting your sculpt obviously would be slightly different than mine so 184 00:13:18,719 --> 00:13:24,863 It's really just a matter of trial in error with these so I'm going to do my full Revolution bake 185 00:13:25,375 --> 00:13:26,911 In and we'll come back with 186 00:13:27,167 --> 00:13:28,191 Final image here 187 00:13:28,703 --> 00:13:31,519 When is going to set my examples back up to 4k 188 00:13:33,055 --> 00:13:33,823 Inhibit 189 00:13:38,431 --> 00:13:44,575 Ok turn on for your 4 minutes but this is the final result with E4 resolution 190 00:13:44,831 --> 00:13:50,463 Turn the ambient occlusion you Siri got a nice soft Shadows and here in we're getting some of the detail 191 00:13:51,231 --> 00:13:55,839 From the stone surface damage as well beautiful 192 00:13:56,095 --> 00:13:56,863 Spotify 193 00:13:57,631 --> 00:14:03,775 So I'm that is going to wrap it up for the bad what's just take a quick look at how this looks like her mum 194 00:14:04,031 --> 00:14:05,055 Call before we 195 00:14:05,311 --> 00:14:06,847 Start recording so 196 00:14:07,871 --> 00:14:13,759 I'm just going to hide the high-resolution so it's not poking through I'm going to reconnect my normal map here 197 00:14:16,575 --> 00:14:18,623 And I'm going to connect my 198 00:14:18,879 --> 00:14:20,159 Including to 199 00:14:20,415 --> 00:14:21,183 Colour here 200 00:14:27,839 --> 00:14:32,447 Looks like I forgot to save my number on of course so 201 00:14:32,703 --> 00:14:33,983 Branksome areas 202 00:14:34,495 --> 00:14:37,567 What's coming to our Amy inclusion to make sure that we save this 203 00:14:39,871 --> 00:14:43,711 Where are you like going to stop this call Dusty for texture 204 00:14:44,735 --> 00:14:48,319 AO 205 00:14:49,343 --> 00:14:52,415 I'm just going to rebate this no more 206 00:14:52,671 --> 00:14:53,951 Saving a course 207 00:14:54,719 --> 00:14:57,279 Let's change this back to multi rows 208 00:14:58,303 --> 00:15:01,887 Actually we can no longer change the use the multiverse here 209 00:15:02,399 --> 00:15:05,215 Because of course I applied and deleted them 210 00:15:05,471 --> 00:15:06,239 Cell 211 00:15:07,007 --> 00:15:13,151 That is my bad for not saving the image but we can still be corn on the map using 212 00:15:14,431 --> 00:15:15,967 Using the 213 00:15:16,735 --> 00:15:18,527 Low my high poly headset 214 00:15:19,551 --> 00:15:21,087 We're just going to check this 215 00:15:21,343 --> 00:15:22,623 We're going to change the date time 216 00:15:23,135 --> 00:15:24,159 Back to normal 217 00:15:25,439 --> 00:15:27,743 And we should still retain these 218 00:15:27,999 --> 00:15:31,583 Extrusion and Max Ray distance settings here 219 00:15:32,607 --> 00:15:33,631 So let's 220 00:15:33,887 --> 00:15:37,215 Make sure our selection order is correct we have the correct 221 00:15:37,471 --> 00:15:39,519 Texture selected in r 222 00:15:40,543 --> 00:15:42,079 Inert material here 223 00:15:42,335 --> 00:15:43,359 You don't want you 224 00:15:44,383 --> 00:15:46,943 Makeover the sun eventually big 225 00:15:47,455 --> 00:15:51,039 Ok so here is the result of my 226 00:15:52,063 --> 00:15:52,575 Photos 227 00:15:52,831 --> 00:15:54,367 Last minute fixing big 228 00:15:55,135 --> 00:15:59,743 I believe my Mum series big do not produce this background-image if you see her 229 00:15:59,999 --> 00:16:04,863 Colour I should say if you see this don't worry about it this colour right here is simply to do now 230 00:16:05,631 --> 00:16:09,727 Like a blank value for a normal map so this is perfectly normal this is 231 00:16:09,983 --> 00:16:11,775 Great normal Maps Let's save it 232 00:16:12,287 --> 00:16:13,055 Don't forget 233 00:16:22,527 --> 00:16:24,063 Once that's saved 234 00:16:24,319 --> 00:16:25,855 Now it's connect these 235 00:16:27,903 --> 00:16:30,207 And look at the final result 236 00:16:31,231 --> 00:16:35,583 Get so this is our low poly results with our method 237 00:16:36,095 --> 00:16:42,239 Pause right here in when we come back we are going to finish this model by paintings 238 00:16:42,495 --> 00:16:43,007 Next 20553

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.