WEBVTT

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Welcome to baking using the multi Rose modifier in this video.

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You will learn how to bake detail from the higher multi rays to a lower one and you'll realize it's

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very similar to the baking you've done before but this time only one model is involved so we don't have

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to have multiple models on there.

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So let's go explore this now and hop on over into blender.

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Okay if you remember last time we had our multi rez blob.

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If you didn't save that don't worry let's go and create a new one right away.

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Just a good bit of practice there.

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So going to go ahead and delete my object.

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There it goes.

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Keep the save file there.

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I'm going to add in a cube.

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I'm going to go to the subdivision's surface had a couple probably three.

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That's fine.

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Then I'm going to simply go into sculpt mode after I've added in a multi resolution modified so let's

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add that in.

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I'm going to actually take it all the way up to six which should give me yep three million polygons

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to play with that is lots of polygons to lower the preview setting down to 1.

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And I'm going to go into sculped and I'm going to add some detail.

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Then move the strength of the brush using up so I get some dimples.

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Now of course these dimples are the size of them is actually the distance I am.

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It's measured in pixels from the image so if I move in I can put smaller dots around.

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Now obviously I can go through to my heart's content and make dots and squiggles all over here until

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I don't want to do it anymore.

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There you go add some fine detail in there as well as just a screen.

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It's just the screen looks fine.

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Okay so now we've played with VAT's unjust underskirt.

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I'm actually going to put a recess in as well because we don't have a recess.

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That's quite a big one.

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So that's fine let's see how that has come down in the preview So if we go to object mode here we can

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see that it has affected the model ever so slightly but not much.

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And of course this looks nothing like.

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If we go into sculpt mode again it looks nothing like that.

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It's close kinda but really nowhere near it.

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So we have this here.

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When I said it's a smooth shade because it's going to be smooth shaded any way when it's done.

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That's important because when we bake the Normal's And that's what we're going to do in a moment.

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It needs to be smooth because that's the starlight going for now.

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Take note of the render setting here the render setting here is going to say from which level it's going

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to bake downwards.

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That is very important so that before we can do any baking we need to go and add a material to our object

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that material has to have something associated with it.

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Um no so see an image with it now so I can bake straight to that image.

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Someone I go to image texture and there isn't an image yet so let's go ahead over to the 3D editor and

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a hop into edit mode and just un wrap.

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I'm going to put my own seam on here.

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Let's see where's all the detail.

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If I'm going to use v smart you reproject to show you guys what happens hopefully what happens if it

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gets it.

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If it puts the scenes in the wrong place basically.

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So now I've got vats I've unwrapped it.

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We can go to the U.S. image editor.

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Okay that's looking good.

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We need a new image there.

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So going to go a new image and I'm going to call this blob.

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I'm struggling to see the keyboard here through a microphone but there we go blob.

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Normal.

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Good.

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Keep it a 1 0 2 4 that's sokoban a Selecta.

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Over here in the material properties.

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So that's now signed.

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We can go then go over to the render tab.

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Now remember when you do any form of baking or rendering you are rendering and therefore blender can

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be unstable and crash.

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So we want to avoid that if possible.

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Well certainly we want to avoid it crashing but if we can't control that we can control whether or not

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we've saved our work.

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So I'm going to go ahead and save.

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Let's scroll all the way down to the bottom and go to the back options and scroll down a little more

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in the back type here.

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I'm going to go from combined to normal and I'm going to just go ahead and hit bake now.

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It's at a high resolution the six subdivision resolution quite a few polygons there.

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And that's going to take a while to go through.

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So it's come out here and we can see it's relatively smooth.

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Now before we move on I just want to show the impact of lowering this the setting so if I lower it down

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to one and then go and bake.

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It's a lot quicker but you're losing all of those fine details.

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So is that render sitting there that you also need to keep it nice and high if you want to bake from

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one level down to another.

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In this case we are baking down to where it is actually zero.

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So if we go ahead and go back here.

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Ake.

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It's going to take a while again because it's at that higher level up subdivision.

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And here we go.

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So we've got these normal map all made and how we can go ahead and apply it to our model.

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So I'm going to leave that alone for a moment and then go to the 3D view.

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Go to object modes I can see what's going on and I'm going to go to rendered mode.

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So this is what happens with seams on here now at the moment.

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This isn't very bright.

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So I put a sunlamp in and turn it strength up to four.

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So we can see here that the we've got some scenes here and the reason why you end up with some nasty

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seams.

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In fact it looks like it changed the direction of the Normal's there midway through.

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Now the reason why these seams exist is because you need to split up the model somewhere to cut it in

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half.

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But the reason why it can't match them up perfectly is because it's got two different normal points

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placed on top of one another.

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When you wrap this image together essentially they lay on top of one another.

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And of course that can cause an graphical artefact So we'll see those in action in a few moments when

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we go and apply this normal map as a normal map rather than a diffused map.

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So first of all I'm just going to hide my tool shell from propertys and move across and open up the

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node editor so we're going to play with the materials.

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Now I'm going to call it cheat hearing them call it efficiency.

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We do want the image but we don't want it to control the diffuse colour.

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So you can unplug it.

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There we go there so that's that bit sorted but we still got the image texture in here.

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Now as you remember before what we're going to have to do here is set it up to be a normal.

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So we need a couple of other things in this chain.

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We need it's Tell blender how to apply this image texture and also that it's a normal map and give it

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some control so we can control the strength of the normal map.

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And of course that leads me onto a challenge.

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I would like you to go ahead and apply the normal map so finish off the node set up and use your baked

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normal map to control the normal of the day few shader the normal input of the the few shader pause

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video now and give that a go.

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Okay guys.

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Welcome back.

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Let's go ahead and apply that normal map.

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Okay so the first thing I'm going to do over here is hide.

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That's I've got a bit more space to work with.

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So we need to define how the image texture is used.

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And I'm going to use a texture coordinates and link-up the U V to the vector inputs of the texture.

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Now of course you could also use at this point if you have multiple uv's Maps you may have to use this

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particular technique.

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Now where is it hidden under input you v map.

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And we could also do that and select the only you v map we've got in there and plug that in as well.

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But I'm going to leave it as a text record and we need to make sure that we're not using colour that

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we're using non colour data otherwise the normal map won't be interpreted properly.

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Finally what we need to do is add in a vector normal map and then we can take the colour and plug it

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into colour.

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Colour out of image texture and plug it into the colour input of the normal map and then take the normal

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output and plug it into the normal input of the diffuse shader.

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Wow okay that's starting to look pretty good.

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I'd like to see these two side by side at the end.

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But that is really effective.

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It's worked really well.

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Now where that normal map was a bit funny that's also worked really well.

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I mean I'm actually quite surprised that that hasn't decided to look a bit awkward.

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We can see that we're working with the low poly model here because of the inclusion You see the jaggedness

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around the very edge.

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And of course that doesn't actually raise up as high as it would have done otherwise.

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Of course we can go ahead here and add in the first level of preview and that really does accentuate

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the normal map itself it adds that the geometry in there at the same time as some of these dimples.

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But it doesn't give us the smoothness gives us quite jaggedness there.

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So we've got two options there of which ones we can use.

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I'm going to preview one here so I've got some of these high points that I've done and of course what

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we can do is just render that out what we don't know what it looks like at the moment is what it looks

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like when it's fully rendered.

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So the first thing here is to turn down the render from six.

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If we leave on six and then we go and do a full rendering it will just be the high rez model.

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I can demonstrate that straightaway by going to the can review and zooming in and that yeah this one's

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here is absolutely fine.

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Let's try and fill up a good portion of the frame with it.

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If we make the black um um just going to do this I love doing this sort of thing I'm going to make the

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background completely black.

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And then it does look like some sort of funky asteroid in space and I'm just going to go ahead and hit

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the render again because I've got the render level set at six.

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It's actually going to take a while to do all the computation it needs to do to render out those three

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million polygons.

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So that's quite a high level and you can appreciate that if this was something you were going to use

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in a different package or only part of your scene you probably dont want it that many polygons.

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So here we go it's filling out all of these things and we've got a lovely crisp outline here that's

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brilliant that we've got that.

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But it really comes at a cost that detail comes at a cost.

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And here we go looking almost in the centre of this picture.

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If you follow my cursor there you can see where there's a seam here.

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That's an that's an artefact of where the seam is.

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So we can control where seams go and we certainly don't want it there.

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That was the bit that was facing the camera some just going to change the render slot slot so.

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And I'm going to drop the render level down to 1 so still got some geometry there.

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Otherwise it's just the sphere again.

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And we do one without the sphere as well that's render that out now and see what that looks like and

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you can see immediately how much quicker that was to do the work.

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So let's go between the two slots now and just see the difference.

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Okay.

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There is a difference.

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There definitely is a difference.

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Now what we can do here of course is potentially turn the amounts of normal map up a little that is

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a possibility so we can do that life over here.

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I zoom in that we're on preview level 1 let's turn the normal map strength up to two.

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Okay.

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Now let's render that out at this lower level.

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See that is nice and quick as it's lower and we can see that the shadows are darker here.

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And if we switch over to slot one to compare okay.

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There a little bit too dark in this case.

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So once again we got some horrible artefacts going around the top there.

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So perhaps this is a bit too low a poly for this particular level of detail so we can up it again and

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really for render basically take upper level here and hit render again and see what we get out there.

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That is starting to look much better.

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Of course we can tweak these things etc. but of course we're now at 12000.

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But that is a lot less of course than 3 million.

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So it looks like 12000 is going to be the sort of sweet point here before we start having too much detail

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in our model but that is looking really really good and obviously compared to the 3 million polygon

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one I am going to try here a value a strength of one point five see will that comes out that we use

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slot to again and just render that out.

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Okay.

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I think the shadows here are looking a bit better now so we should be able to compare slot one slot

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to yet but very close.

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Now in terms of their tonal quality and that is really really impressive.

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Now the final thing I want to try is what does this look like when it's baked all the way down to none.

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But literally as few faces as possible so this is what this looks like now on just a sphere.

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You lose all of the occlusion round the outside but you still got this detail here and that in itself

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is very powerful.

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Now on a static image like this it doesn't really show off what is really going on.

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However if we go to the 3-d view and I go and grab the lamp I'm just going to leave it like this for

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the moment on this no subdivision level.

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I go and grab the lamp and just randomly rotate it's for.

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There we go we can see the shadows are changing.

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That in itself is incredibly powerful.

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That means that the light hitting that surface is being affected by our normal map.

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And there we go.

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That looks like the sun or whatever it is if this was an asteroid is pretty low in the sky.

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Now of course if we go and select are object that we are working on again and bump that up a couple

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of levels we can see that we can still use our normal map to great effect without the normal map turned

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out well we can test that we can simply unplug it and you can see immediately the difference.

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This is what it looks like without the normal map.

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We put that normal map on and boom it suddenly comes alive.

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Amazing.

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How are you guys getting on.

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Did you make a funky shape yourself if you did or you applied this to some other model that you're working

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on.

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I'd love to see the results you've come up with.

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Please share in the discussions and I will see you guys in the next lecture.
