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>> Can you tell which one of
these rocks is low-poly model?
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Today you will learn how to turn your
high-poly model with all the fancy details
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into a low poly model but to
keep all the details there.
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So let's do it.
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Remember the previous episode where you learned
how to create this really cool rock or stone
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out of a cube or any other mesh that you like?
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Well that's cool.
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But if you go to edit you can see that this
is really dense mesh, really high-poly mesh.
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And if you go right here and turn on
statistics you can see that we have
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around 210 [inaudible] and around 30,000 faces.
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It's an enormous number.
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And if we make a copy of this rock and make some
really cool scene, we'll have millions of faces
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and blender can hiccup, get frozen
etc., and you will be stressful
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and maybe blender will break eventually etc.
So we need to lower the amount of polygons
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but to maintain the same
details that we have right here.
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So how to do that?
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Really simple.
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First of all, I want to rename
this to rock underscore high,
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like this is high amount of polygon.
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And then shift d to make a copy; press escape
to leave it at the exactly same position.
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This is really important.
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They need to overlap.
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And I will rename this to
rock [typing] low obviously.
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And now let's turn this from
high amount of polygons to low.
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So there are several ways how you can do it.
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I will show you two.
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We can add decimate modifier
and lower the ratio here.
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So for example 0.002.
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Let's see; press enter, and
we will go to 915 faces.
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This is decent and we can work with this.
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Amazing. So that's one way how you could do it.
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Another way is to go right here and go to
remesh, and we can remesh using voxels.
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And the higher number here the
lower amount of faces we'll have.
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So we'll go, for example, 0.2, let's see.
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And this will bring up -yeah, we need
to press voxel remesh, obviously.
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And this will bring us to 638 face.
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And this is decent; this
is what we can work with.
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And from 230 000 faces all
the way to 638, amazing.
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So this is a huge difference.
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Now in order to transfer all these details
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to this low-poly version
first we need to unwrap this.
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Unwrapping means that imagine that you have
a really cool cube cardboard box and you need
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to open it completely; unwrap it; and then you
can place some really cool, nice, shiny paper,
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some textures whatever on that unwrapped part;
you can wrap it back; and you have really nice
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like a gift box something like that.
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So we need to unwrap this rock in order to
paste some maps and some textures back on.
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So this is really simple.
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We can go to UV editing here,
and just press a to select all.
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And currently this is empty.
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We can go to UV here, or just press u on a
keyboard, and we can use smart UV project.
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For this project this is really enough.
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I will go with margins a little bit
higher so that I don't have overlapping.
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And this is like we use the scissors and
cut out the certain parts of the rock
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and just place it flat on the surface.
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So this is it.
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And now that we have that,
we can go back to the layout.
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Remember you need to have
low-poly version unwrapped.
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High poly you don't need to worry about.
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So now let's go to -- let's
play the screen here, okay.
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And here I will go from 3d viewport to
shading editor and to hide this menu,
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and create new material for this rock.
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Perfect. Now what we need, we need two
nodes, shift A, and we need image texture.
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Okay. One node there -- and shift
A. And we need normal map node
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because we will bake a normal map.
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We will use all the details from the high-poly
version and bake it to a normal map and apply it
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to low-poly version, and then
we will have free details.
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That means that we will render
this for free in manner
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of calculation etc. It's basically having
a fake details there that will look real.
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So you'll see.
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So normal to normal and color to color.
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Okay. Perfect.
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Now go here and create a new map.
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I will name it rock underscore normal.
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Okay. And I will go here and select
both of these and just multiply by four.
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Because I want to go from 1k to 4k resolution,
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the higher resolution have the more
details you can make and that's cool.
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And we can leave everything as it is.
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Press okay and switch color space
for SRG -- from SRGN to non-color.
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That's important.
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So you want to have non-color here.
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Perfect. And now we can add
optional modifier if you want.
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For some examples this is really useful.
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Here it's not too much but I want to show you
that you can try that shrink wrap modifier
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to wrap vertices from low-poly
around high-poly version,
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but because they are pretty much the
same it will not have any difference.
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But let's show the high-poly version.
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Go to the shrink wrap and just
select the target rock high.
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That's it.
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You're done.
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You can apply it if you want and that's it.
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You're completely done.
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Now we want to go to the render tab here.
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Go from [inaudible] to cycles;
this is important.
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And you can go with CPU or GPU, whatever.
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If you have a nice GPU card you can do that .
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And basically we can have here
for the render 128 samples.
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It doesn't need to have too much samples
because we are now just rendering geometry.
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But we want to go to the bake here
because we want to bake normal.
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And from bake type, from combined, we
want to switch to normal; that's it.
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Leave this as it is.
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Bake from multi-resolution.
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There is another way how you
can do exactly the same thing.
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Bake from multi-resolution, but
I will show you a different way.
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So let's go select it to active,
and now we need to select this one
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and control and select low version.
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So select high version, high-poly version,
control and select low-poly version.
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This is really important
in order for this to work.
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And we can set the cage.
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Cage is basically -- let me
show you really quickly here.
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If you select the low-poly version, make a
copy shift D, and just -- let's hide this --
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and just make it big enough to
cover the high-poly version.
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So this is the cage inside that cage.
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It will be baked.
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The maps will be baked.
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So this is useful sometimes, but because we
have this only the rock, we can skip this .
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And instead of that - I made so many copies.
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And instead of that, I can go
with extrusion, so 0.5 meters.
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Same like cage, making extrusion.
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So this is it.
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And before we bake this, I want
to go to the high-poly version,
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and right click our W and shade smooth.
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Also to low-poly version, shade
smooth, in order to make maps better.
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So if we don't do the shade smooth,
the maps will have this crazy geometry.
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So shade smooth is important.
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And make sure that here the --
the auto smooth is not checked.
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You don't want that because
you will have all these things.
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So not checked on both versions .
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See not checked.
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Perfect. And then remember,
select the high version, control,
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and click to select the low-poly version.
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Go here to the bake.
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Everything is set.
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Extrusion is set.
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Selected [inaudible].
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Just click bake.
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And now as you can see right here, the
blender is started baking this and in a matter
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of few moments or minutes, depends of your
specs of computer, and of course the resolution
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of the normal map that you set
we will have normal map baked.
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I will pause this for a moment
and come back soon.
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And the map is baked, and in order to see
it we can go for example to a shading tab.
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And here we have an image viewer
node and we can go right here
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and choose a rock underscore normal.
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And this is how our normal map looks.
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Perfect. It's already applied, so we
can hide the rock high and this is it.
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This is our low-poly version
with all the details.
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And in order to see this better,
I can just change the material.
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So let's make it darker, for example.
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Let's reduce the roughness a little bit,
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and maybe add metallic just
to see the details better.
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See, this is amazing.
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And if you go to the render here, everything
is dark, so I will go with some HDRI map.
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So this looks amazing.
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And in order to compare it
with high-poly version - see.
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So let's change the material here.
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Add -- I want to add the same material, but I
need to make a copy, and I need to delete this
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because this doesn't need
to have all these things.
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So let's move it.
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Let's go to the top view and move it.
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Show this one.
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Move it here.
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So we have one beside other.
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And can you tell the difference which
one is high-poly, which one is low-poly?
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Let me just hide this background.
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So this is nice.
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And if we go back to the layout
-- let me show you a trick.
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You can still see this as a low-poly
with -- if I hide this -- with 638 faces.
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But if you go to the shading here,
you will see the full resolution,
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and if you go to the render
here, you will see everything.
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So, as you can see, low-poly vs
high-poly but with transfer details.
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So basically if I just rotate like
this, can you say which is which?
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I have no idea.
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They look amazing, both of them.
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So this is it.
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Another version to do it with the
multi-resolution is, again, really similar.
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If you want, I can show you really quickly now.
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Okay. If you insist, I will
show it really quickly.
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So basically, it's the same.
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I will make a copy of this, and go right here.
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And this is how it looks.
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So we went to this part, and
instead of -- so we have the map.
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This is rock underscore normal, number two.
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So we created a new map.
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Everything is cool.
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Non-color mode.
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So everything is exactly the same like
previous way, but now we need to go
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to multi-resolution tab here, add not
modifiers, and add a multi-resolution here,
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and then add the shrink wrap modifier.
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You need to do that this in this
order, and choose here the rock high.
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Perfect. And this is not good because
you can see the rock high is not
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in the position, so make sure to align it.
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I will bring it back to where it was.
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So now I can hide it, and go back to this one.
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Choose the rock high.
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Perfect. And just with the multi-resolution,
you can subdivide it until you think it's cool.
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So I can go with four or maybe five levels.
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Yeah. Five is better.
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And now this looks like the
original high-resolution version.
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But instead of level three,
four, five, we will press zero.
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And we want to apply a shrink wrap.
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So shrink wrap, apply.
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That's it we only want to have a multi-res
modifier here with these settings.
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And go right here.
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Go back to bake.
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And instead of selected to active,
go and set bake to multi-res.
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Make sure that this image texture is
selected, if not selected, and just click bake.
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And this time we don't need to
select any of these together.
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This can be like that, and wait for a few
moments in order to -- this normal map be baked.
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And I will show you the result.
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Okay. So let's go here to
the shading, and this is it.
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We have really nice result.
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If we disconnect this, we'll
have not so good result.
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But back with this we will have all the
details back also to the render tab here.
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Again, all the details are here
and this is exactly what we want.
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If we want to compare it with this
one, again, here's the same --
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maybe here is a little bit better visible.
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So this is high-poly.
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This is low-poly.
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And now what you can do is to go to the
modifiers here and just apply this multi-res.
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You don't need it anymore.
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And this is it.
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And you can see we have 638 faces.
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We can just make a copy of this,
as many as we want for our scene.
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We can make some really cool scene.
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I'm just randomly making this.
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But our viewport we won't
freeze because we have just 630,
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380 faces this is really low
amount of faces for this.
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And basically we have all the details.
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And if we made this amount of copies from the
high-poly version, we'll have millions of faces,
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and it will be totally different story.
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But this is really, really
cool and really handy to know.
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And in a lot of situations you can save your
day by transferring data details practically
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from high-poly to low-poly version with normal
maps and make game-ready models like that.
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All right guys.
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Let me know down there in the comments
what you think about these episodes.
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And just practice and enjoy
making things in Blender.
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See you in my next fun episode.
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Bye, bye.