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In this tutorial we look at how to make low poly game characters and normal maps from sculpts using the decimate tool in Blender and MeshLab. This technique is very useful for quickly created game characters from higher poly meshes. Then we look at how to create normal maps which are especially useful for video games or even animation.
Link to MeshLab site: http://meshlab.sourceforge.net/
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32 responses to “Blender Tutorial – How to Make Low Poly Video Game Characters and Normal Maps From Sculpts”
very useful tutorial ,,,,,,,,,,,,,,, thanks
I started over this tutorial like 5 times, and it finally works. You're my hero <3
Thanks saved my life!
2019 and Meshlab does much better on some shapes (like sculpted rocks) than the Decimate modifier (currently 2.79).
The Decimate Modifier, since it is non-destructive takes a long time to calculate the Decimate, then it takes more time to apply, and each time you change the variable in the modifier starts all over…
Much faster to output the hipoly rock as PLY to Meshlab and decimate it there.
Thanks for the tutorial.
This video was a huge help. Wow 🍜
Hello sir, which nvidia quadro model do you recommend for these types of works?
Its not baking properly
Sweet! good to know i can make a model with a lot of detail and still have it used in a game. Thank you so much!
yikes I was wondering why my normal maps weren't working and It was because I only used normal map nodes in materials ;(
Meshlab seems abandoned? last version is from 2016..
Awesome tutorial. One question though. Do you do all of this before you rig and animate the character or after?
How could you use some Materials on the low poly mesh.? if i want Material on specific parts on Detail how could i make this? Colormap?
15:00 bake normals
I f**king LOVE YOU!!!
HACKS!!!!!!
thanks man…save my day…really helpful
Cant tell u how much I ve been looking for this tutorial. Thank you so much
If i try to click apply after decimating there is an error.. It says "Modifier cannot be applied to Mesh with Shape Keys"
How do i solve this problem ? 🙁
thank you for the help! best tutorial i've found on this subject!
Neat, now I can reduce my 2 million tri model without making a new one.
…I messed up there, heh.
I love this tutorial!! I did every step in the video and it worked! but now my model is full of detail but no color. how would I go about adding color to him now that he has normal map textures??? he is just solid gray.
Very good tutorial man tanks!!
When I do UV from sculpted to low poly, I get all those blocky parts, it is not smooth at all, texture ruins it. How to smooth it out like You did? Thanks
Best tutorial on normal mapping, but a tremendous disappointment about 3D models, I believed that the models were all high resolution, I would never believe if I had not seen with my eyes this trick is quite useful.
So question. If I wanted to animate my model how would you go about that because the baking process didn't quite work out for me once I started to implement animation. Anyone have any advice?
WOW MAAAAN, this is Demagnetized Quartz 69 Maaaaaaan, wow maaaan
so does this mean retopology is not that needed, since you can decimate
19:14 "i hope you learned a little bit…" .. you should hope that we learn alot XD
I have this big problem with baking a normal map from my high poly model to my low poly. First of all what i wanted to do is bake a normal map of my high poly model to make my low poly model look smooth, no hard edges like in low poly models .Whenever I tried baking the normal map the image always comes out like if I bake the low poly model. If anybody knows a solution to this problem please reply.
THANK YOU. FINALLY I UNDERSTAND!
Awesome. I can't believe normal maps can make such a difference on a low poly model.
xd