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Full game asset workflow, modeling, texturing, uv, baking

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Rudy Michau writes:

Dear CG Thinkers, welcome !

Over a week of research, tests and experiments to understand how to bake a high-poly model into a low-poly model on a hard-surface object.

If I've spent so much time getting it right, it's because internet resources don't tell the whole story.

The cases presented are always simplified cases, such as baking a cube. The reality is far more complex! You'll also find tutorials on how to bake objects without a bevel, which is obviously much easier. And above all, the vast majority of tutorials, don't bake in Blender, but in Substance Painter.

In this tutorial, we'll bake a real model, with real challenges, bevels and Ngons, and we'll do it entirely in Blender, not in Substance Painter. Then we'll test it directly in Unreal.

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