Buckle on Ork without Multi Res or High Poly Version .. Bakeable?

My Trolls Buckle is Ieft as is without Multi res Modifier and only one Version … Is it Bakeable ?
I just want to leave it as is for painting ? What do I do with it going on to paint with everything else bAKED ? :woozy_face:

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Yes, sure. As long as you have a HP and a LP object, you can bake the HP on the LP.
If you have two versions with are identical, then you don’t need to bake. The you use the (original) mesh data as it is shaped. (I did that for the teeth, buckle, to keep it simple)

This is how it was done before the multires modifier worked (a couple of years ago, it had a bug).

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AAh … So I can just paint over the Unwrapped Buckle … without Baking ?

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Baking is just a tool to copy over high detailed mesh data onto the surface of a low poly character.
This technique is needed to make animation (as in games), or render process (for movies) faster.
The more vertices you have, the calculations for render will increase.

The baking will simplify that render process, creating a bitmap (normals) with info how light will reflect. This map is projected onto the low poly model, using the normal info of the high poly.
Hence a big leap in performance. This works dependent of the distance of the viewer and object. If zoom in on the object you will see that the details are painted on a face. To solve that you need a a second or third LP model to fill in those details.

So for your buckle you could say, I use only one simple buckle model. Because the details are insignificant, for its usage. Nobody will see a close-up of the buckle. But if you do need a close up, then yes, you need a HP and LP buckle. It al depend on how you are going to use the model!

For this course, it’s just a journey on designing a figure, applying armature and learn the basics baking. Your study progress is very good!. By doing also HP/LP for horns and buckle. Repetition is a good learning process. But you can and may skip these backing steps!
But then, using a HP Orc, the animation rendering takes more time.

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