High Poly to Unity / Taleweaver Ready - Part 2 Normal Maps

Опубликовано: 30 Сентябрь 2024
на канале: Amoda
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This is Part 2 of my series on breaking down a high poly mesh meant for 3D printing into a low poly mesh with textures that is appropriate for Unity / TaleSpire / TaleWeaver. This video takes things slow and offers a detailed explanation of the workflow. Mistakes are left in with explanations of how to correct them. It also takes the fast and loose approach to UV unwrap and texture painting. The 'correct' way using seam painting will be covered in another video for those interested. Also, if you don't want anything explained and want a rapid 'just the facts' version, that is coming soon as well.

This video covers: Prepping your mesh, converting it to a low poly mesh, creating a cage, creating the UV map, creating the normal map, and previewing the results in both Blender and TaleWeaver.

Written Guide: https://drive.google.com/file/d/1gjEd...

Chapter Markers:
00:00 Introduction

Workspace Setup:
01:02 Adding Scene Statistics
02:08 Importing the High Poly STL
02:38 Setting Your Model to the Origin
04:47 Commentary on High Poly Models

Removing Parts - Getting Rid of an Attached Base
06:02 Introduction to Part Removal
06:49 The Bisect Tool in Blender
10:34 Cleanup Loose Parts

Normal Faces and Normal Maps
12:27 Understanding Normal Faces and Normal Maps
16:56 Normal Maps? Why do I need to know this?

Model Preparation
18:24 Introduction and Workspace Prep
20:23 Decimation Preparation - Smoothing out Details.
22:10 The Smoothing Tool
28:17 Commentary - Potential Mesh Oddities

Decimation:
29:26 Introduction
30:21 Planar Decimate First
31:57 Iterative Collapse Decimation
34:14 Post Decimation Cleanup

Making the Cage:
39:37 Introduction
41:10 Floofing a Cage
42:06 Identifying and Fixing Cage Mesh Issues
44:51 Remaking our Cage
46:04 Fixing Cage Coverage Issues

The Normal Map
48:24 Introduction and Prep
49:02 Creating the UV Map
52:38 Setting Up Shaders for the Normal Map
56:30 Bake Settings and Bake
59:34 Previewing the Normal Map in Blender
60:01 Saving the Normal Map Image

Getting The Normal Map into Talweaver
62:19 Saving the mesh as an OBJ
63:32 Back in Taleweaver