Add transcription for: frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 5 - 6 Baking_frames.zip
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transcriptions/frames_zips/CGMA_IntroAssetCreationGames_DownloadPirate.com_Week 5 - 6 Baking_frames_transcription.json
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"text": " Okay, so skipping ahead again a little bit here. We've now completed the UV pass on all of our objects. So we just select these guys and show the UVs here. So get rid of the textures. So this is all of our UVs. They're all packed into the UV space in the 0 to 1 UV space there. are objects. So one of the things I also just wanted to point out when I was doing this for real, when I was actually creating this, there's a couple of things I did. I did all my UVs in the same way as I showed in the class here. So we have them, the femur and the individual sections here. So I'm just going to turn this stuff off and show that. So here is the UVed femur and then we have the tibia and so on and so forth. So that's all the UVs for these parts. But what I then did was I placed these individually so that I could actually visualize everything together and then I use this as an export So basically have all of my objects here and then I export this as my fbx So just select the objects and export those So I would just go to file and then export fbx and then pick In this case like I have two exports so for we have an export here for the legs And so in this case we're doing the legs and then we also have this leg ID So I'm going to show the reason that I have those and when I'm exporting I'm selecting selected object and then I just turn off Bake animation and then the thing else that I don't need and then just export the UV version here, right? So that's fairly straightforward. The other one I have here is a duplicate It's a clone of everything that I had before like the low poly geometry and then using that trick I mentioned before where you can choose To override the material on an object level I basically have an instance geometry of my low poly here with the materials Applied and the reason for that is because I want to bake an ID map. So in this case we just have Materials assigned to those different parts and then I select these objects and when I export these We go over back to fbx. This is the leg ID that I'm exporting, okay? So that's that's that particular portion and how we actually export out our Individual parts here. So now over in Marmoset. This is where we're going to do our baking for the mesh data So we're going to use this mesh data when we get into substance painter to do our texturing So the first thing I want to do is I want to set up a baking project and to do that you click this new bake project icon here which looks like a piece of toast just click that and then we're going to drag in the fbx as we exported earlier so the leg fbx will just drag and drop it in and you'll see that we have this fbx which is coming in here and so for this one we're going to bring this into the low poly part of the mesh and then we're going to bring in our leg ID one which had the materials assigned. So we can assign this over into our high here. And so for this what we need to do is assign some, it's come in with the materials, but we need to assign some colors to these. So we'll basically just going to put the red into the bronze and then we can do green. Try to keep these just like RGB colors as much as you can. So we have green and then we have this one we'll make it red. So like this and then what we want to do when we do the rest of our model so when we do the head and the body and everything We're going to want to keep these colors consistent as well. So when we do our baking We're going to assign smart materials and things later on and we want our id maps to basically be as consistent as possible So that when we apply materials, they're going to go into the same places So you can see here that we have some basic colors applied to this based on the materials that we selected inside of blender, right? So now we can hide the high poly and reveal the low poly again You can do that as well in the bake project by just clicking these buttons that will basically show you the different versions To do our baking. It's extremely straightforward. You want to choose a location? So in this case, we'll just choose a location here So here is a folder. I'm going to give this a name. So we'll just call this beetle leg and Then from here, we can now choose to configure what but maps we're actually going to bake So in the case of this, we don't actually need a normal map. So we're not going to bake our normals We're going to bake normals here Object space normals. We're going to bake a position a curvature We'll bake a thickness map an ambient occlusion. We're going to turn off material ID map and we're going to choose albedo instead and so that's going to be I think that's most of the ones we might have to come back and tweak that but we'll just let's expand this a little bit here so normals curvature thickness and in occlusion base color there so now what we would do is just set the size at which we bake and if we wanted to choose any anti-aliasing options and things here we can do that under these samples and the formats and everything but then we can just hit bake basically so if we hit bake on this We're gonna bake our different IDs and objects and everything So once that's finished, it's gonna be really straightforward to just preview that so we can click this button here That's gonna show us what we've actually baked so you can see here that we've baked that color map onto the object This is what ambient occlusion is looking like And then as we go through the different ones here, you can see how this is looking So these are the different maps that we would bake. So essentially we need to have all these different maps baked out And then once we've done that we're going to now set up our substance painter project so we can begin texturing",
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"text": " Okay, so skipping ahead again a little bit here. We've now completed the UV pass on all of our objects. So we just select these guys and show the UVs here. So get rid of the textures. So this is all of our UVs. They're all packed into the UV space in the 0 to 1 UV space there. are objects. So one of the things I also just wanted to point out when I was doing this for real, when I was actually creating this, there's a couple of things I did. I did all my UVs in the same way as I showed in the class here. So we have them, the femur and the individual sections here. So I'm just going to turn this stuff off and show that. So here is the UVed femur and then we have the tibia and so on and so forth. So that's all the UVs for these parts. But what I then did was I placed these individually so that I could actually visualize everything together and then I use this as an export So basically have all of my objects here and then I export this as my fbx So just select the objects and export those So I would just go to file and then export fbx and then pick In this case like I have two exports so for we have an export here for the legs And so in this case we're doing the legs and then we also have this leg ID So I'm going to show the reason that I have those and when I'm exporting I'm selecting selected object and then I just turn off Bake animation and then the thing else that I don't need and then just export the UV version here, right? So that's fairly straightforward. The other one I have here is a duplicate It's a clone of everything that I had before like the low poly geometry and then using that trick I mentioned before where you can choose To override the material on an object level I basically have an instance geometry of my low poly here with the materials Applied and the reason for that is because I want to bake an ID map. So in this case we just have Materials assigned to those different parts and then I select these objects and when I export these We go over back to fbx. This is the leg ID that I'm exporting, okay? So that's that's that particular portion and how we actually export out our Individual parts here. So now over in Marmoset. This is where we're going to do our baking for the mesh data So we're going to use this mesh data when we get into substance painter to do our texturing So the first thing I want to do is I want to set up a baking project and to do that you click this new bake project icon here which looks like a piece of toast just click that and then we're going to drag in the fbx as we exported earlier so the leg fbx will just drag and drop it in and you'll see that we have this fbx which is coming in here and so for this one we're going to bring this into the low poly part of the mesh and then we're going to bring in our leg ID one which had the materials assigned. So we can assign this over into our high here. And so for this what we need to do is assign some, it's come in with the materials, but we need to assign some colors to these. So we'll basically just going to put the red into the bronze and then we can do green. Try to keep these just like RGB colors as much as you can. So we have green and then we have this one we'll make it red. So like this and then what we want to do when we do the rest of our model so when we do the head and the body and everything We're going to want to keep these colors consistent as well. So when we do our baking We're going to assign smart materials and things later on and we want our id maps to basically be as consistent as possible So that when we apply materials, they're going to go into the same places So you can see here that we have some basic colors applied to this based on the materials that we selected inside of blender, right? So now we can hide the high poly and reveal the low poly again You can do that as well in the bake project by just clicking these buttons that will basically show you the different versions To do our baking. It's extremely straightforward. You want to choose a location? So in this case, we'll just choose a location here So here is a folder. I'm going to give this a name. So we'll just call this beetle leg and Then from here, we can now choose to configure what but maps we're actually going to bake So in the case of this, we don't actually need a normal map. So we're not going to bake our normals We're going to bake normals here Object space normals. We're going to bake a position a curvature We'll bake a thickness map an ambient occlusion. We're going to turn off material ID map and we're going to choose albedo instead and so that's going to be I think that's most of the ones we might have to come back and tweak that but we'll just let's expand this a little bit here so normals curvature thickness and in occlusion base color there so now what we would do is just set the size at which we bake and if we wanted to choose any anti-aliasing options and things here we can do that under these samples and the formats and everything but then we can just hit bake basically so if we hit bake on this We're gonna bake our different IDs and objects and everything So once that's finished, it's gonna be really straightforward to just preview that so we can click this button here That's gonna show us what we've actually baked so you can see here that we've baked that color map onto the object This is what ambient occlusion is looking like And then as we go through the different ones here, you can see how this is looking So these are the different maps that we would bake. So essentially we need to have all these different maps baked out And then once we've done that we're going to now set up our substance painter project so we can begin texturing"
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}
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