Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 5 - 7 SettingupBakes_frames.zip
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transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 5 - 7 SettingupBakes_frames_transcription.json
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"text": " Okay, so here we are in Substance Painter. Now we're going to set up our project and we're going to bring the leg in as an example. So we're going to go to File, New, and we're going to select our FBX. So we'll select the leg FBX from before. And then we'll just hit OK for now. And this is going to bring in that mesh that we worked with. So we can see that we have our leg in here. worked with so we can see that we have our leg in here so to bring in the bakes it's gonna be really simple we're just gonna go to file import resources we're gonna add resources and then I'm just gonna paste the path here of where I have my substance painter bakes and so when we have all of this set up we're just gonna then choose all of these baked maps that we baked out from before and then we're gonna shift select these and set those to be textures and then we're just going to import into the project. So this is going to bring in our ID maps and everything. For the texture sets, you can just come over into here and set those up. So in this case, we can bring our ID map into here. We'll bring our MB and occlusion in, curvature, position. That's actually normal world space position and our thickness. So that's all of our baked data. And if we press B, we'll be able to see that baked data coming through. So this has now got all the bait information If we want to test our materials or test everything is going to work I would definitely advise just putting a smart material on there So we can grab one from the library and just assign a smart material to see that Things are all working and we're getting the right textures coming through So that should all be looking pretty good And then the other thing you can also do is check the ID maps and things here as well So if we were to just come in here with a smart material and we'll just hold control And we can actually just bring in a few different smart materials here to actually Test that the ID maps and everything are working how we want them to work. So at this stage Essentially, all I'm interested in is that we have nice clean bake So I would usually go through all the different areas and I would just check the bake So I come over to the ambient occlusion and make sure that there's nothing in there No errors and everything we go through and around the model and check Issues with the AO and then I would do the same with all the other maps So most of them you don't need to some of them you don't need to check So for normals, we don't need to worry because we don't have a normals World space, I don't usually check that one in great detail. That's usually okay The ID map I definitely will check to make sure this is looking how I expect it to look and then I will usually check the AO and the Curvature as my main ones for checking errors if I have any errors you can usually spot them in those sections and then as far as errors are concerned Some advice I would definitely give is making sure that you triangulate your models before you export That's usually going to give you some pretty good results because essentially for this particular particular Tutorial we shouldn't run into too many errors because what we're baking it. We're baking the low poly onto itself So the meshes aren't actually any different so the bake shouldn't really cause us too many problems So it's not like a high to low poly bake where we we're having to make sure that things line up and whatever It's it's generally pretty easy to make sure we don't run into errors there So this is kind of what we want to aim towards just getting our bakes and everything set up for the basis of the class as well. Obviously I'm covering in this tutorial I'm just covering the leg section but we can jump into the other parts as well as part of our recap and everything so we'll go through that in the next video.",
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"text": " Okay, so here we are in Substance Painter. Now we're going to set up our project and we're going to bring the leg in as an example. So we're going to go to File, New, and we're going to select our FBX. So we'll select the leg FBX from before. And then we'll just hit OK for now. And this is going to bring in that mesh that we worked with. So we can see that we have our leg in here. worked with so we can see that we have our leg in here so to bring in the bakes it's gonna be really simple we're just gonna go to file import resources we're gonna add resources and then I'm just gonna paste the path here of where I have my substance painter bakes and so when we have all of this set up we're just gonna then choose all of these baked maps that we baked out from before and then we're gonna shift select these and set those to be textures and then we're just going to import into the project. So this is going to bring in our ID maps and everything. For the texture sets, you can just come over into here and set those up. So in this case, we can bring our ID map into here. We'll bring our MB and occlusion in, curvature, position. That's actually normal world space position and our thickness. So that's all of our baked data. And if we press B, we'll be able to see that baked data coming through. So this has now got all the bait information If we want to test our materials or test everything is going to work I would definitely advise just putting a smart material on there So we can grab one from the library and just assign a smart material to see that Things are all working and we're getting the right textures coming through So that should all be looking pretty good And then the other thing you can also do is check the ID maps and things here as well So if we were to just come in here with a smart material and we'll just hold control And we can actually just bring in a few different smart materials here to actually Test that the ID maps and everything are working how we want them to work. So at this stage Essentially, all I'm interested in is that we have nice clean bake So I would usually go through all the different areas and I would just check the bake So I come over to the ambient occlusion and make sure that there's nothing in there No errors and everything we go through and around the model and check Issues with the AO and then I would do the same with all the other maps So most of them you don't need to some of them you don't need to check So for normals, we don't need to worry because we don't have a normals World space, I don't usually check that one in great detail. That's usually okay The ID map I definitely will check to make sure this is looking how I expect it to look and then I will usually check the AO and the Curvature as my main ones for checking errors if I have any errors you can usually spot them in those sections and then as far as errors are concerned Some advice I would definitely give is making sure that you triangulate your models before you export That's usually going to give you some pretty good results because essentially for this particular particular Tutorial we shouldn't run into too many errors because what we're baking it. We're baking the low poly onto itself So the meshes aren't actually any different so the bake shouldn't really cause us too many problems So it's not like a high to low poly bake where we we're having to make sure that things line up and whatever It's it's generally pretty easy to make sure we don't run into errors there So this is kind of what we want to aim towards just getting our bakes and everything set up for the basis of the class as well. Obviously I'm covering in this tutorial I'm just covering the leg section but we can jump into the other parts as well as part of our recap and everything so we'll go through that in the next video."
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