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Transfer HIGH POLY details to LOW POLY object in Blender

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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.
Title:
Transfer HIGH POLY details to LOW POLY object in Blender
Description:

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Video Language:
English (United States)
Duration:
13:45

English (United States) subtitles

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