 Okay in this step, we need to make a low poly version of this barrel, right? So what we need to do first of all is make sure that we're not going to accidentally interfere with this one anymore We're going to add it to a layer and make that layer a reference so that we don't you know Break anything so let's have this selected in your channel box at the bottom You've got layers click on layers and we're going to create layer from selected So it will put what we have selected into a new layer And we'll double-click on that to give it a name which will be high Poly and save and Then with this you can do things like turn the visibility on or off and here you can change it to reference So now once I deselect it can't click on it no more because he's reference so you know it's tough If you ever forget that though, you're like, oh man can't click on it Why not? Oh, it's because it's in reference. You know take take the arrow and it'll be fine. Okay So now what we need to do is create a brand new Shape so we're going to go with a cylinder wicked now importantly we want to try and get the same number of Subdivisions on the axis as we have planks of wood which will make life a bit easier So I'm going to change that to 16 because we've got 16 planks of wood Right, let me just scale this up a bit So we can see what we're working with and I'll just move it up What you should be able to see if I zoom in is that these aren't quite lined up. There's like an offset so each One of these is kind of like halfway past the other if that makes sense and to fix that We're just going to rotate it on the waxes by 11 and a half degrees and They will now match up perfectly Which makes our job a little bit easier Okay, so what we'll do next is try and match the height so I'm going to get Vertices I think so I'm gonna get my top row of verts and Then I'm going to press and hold V on my keyboard which will snap to vertex and Then I'm going to click to move up and I want that to go as high as it will possibly go like so and Then same for my bottom row. I'm going to hold V and move that down like that and That will just mean that the height is Absolutely perfect or it definitely should be they should now match up Which is really good The next thing we know is to get the curvature as we want it We're probably going to need five subdivisions going along the height So in order to do that I Need to be back in object mode and I'm going to go to mesh tools insert edge of tool and This is still set up from when we used it previously so I can click on that and The job is a good one Okay, so now what we need to do is try and match up the radius of each one of these rows And what I would recommend doing because it's symmetrical on the y-axis top to bottom I would work on a couple of rows at a time So I'm going to make sure I'm in edge mode. I'm going to click my top edge and My Bottom edge Now I'm just gonna do it one row at a time because I'm gonna have a problem otherwise. So I just get my top edge right Let's get into this Nice and close So that can see what I'm doing. I might even go to show that I want the shading Why a frame on shaded? No, that's not what I'm looking for X-ray, that's what I want and it'll just make it a bit thicker easy to see so then I'm going to scale that in Until it matches As close as I can get it to where that is so you can see now if I just zoom in on the corner here See that pretty much matches up, which is what I'm going for. I need to do that on each row and I'm scaling from the center Because I want this to scale uniformly and stay that'll just keep it as a circle, which is kind of important bring this one in to Next one and I'm just matching up with the topology with the mesh of the high polyversion To make sure everything is fan Davidosi. Oh That's nice Okay, so I put that back into object mode and back into my perspective view perspective view Sorry, right. So now if I flick on and off the visibility of the high poly like this The shape pretty much stays there. It's quite happy with that Which is what I'm looking for. That's good. That's real good Okay, right next we need to work on the top and the bottom and this is going to be extruded and Then with some snapping we're going to try and match things up hopefully so Let's get These Faces on top, so I just need to make sure I've got all these going Nice, okay, and then I'm gonna hit ctrl and E on the keyboard Which is the keyboard show got fixed rude But you can also use the icon there or there's an extrude in the modeling toolkit somewhere So, you know, it's not like it's hard to find but ctrl and E is my my favoriteest way of doing it Okay, and then Unhelpfully the pivots over here. So if I tried to like scale it Oh, actually, it would be fine, but I'm not going to scale on that axis because it freaks me out So I'm going to press our on my keyboard I want to scale from there and so I'm just going to scale in and then move it down I want to try and match up the height With what I've currently got so I'm going to get in nice and close on this I Whoops, I can't always Come back and change this later. I want to get it as close as I can straight away and That actually looks pretty spot-on. So you can see I just I'm almost tracing the high poly geometry So that's my first extrusion then I'm going to hit ctrl and E To extrude again this time. I'll put my move tool on and move it straight down And I'm just trying now to match There we go with where the the planks are and Then I'm just going to push that out and again. I'm matching to get the curvature Like so so I can now put that back into object mode. I'm happy with that that end and again if I just Flick the visibility on and off you can now see that there's very little difference The only difference that is really popping out is The metal bands, which is good. That's what I want to see And I just need to repeat that process on the bottom Okay, so now My low poly barrel is basically finished as well. That was nice wasn't it? That was easy. I like it when things are easy. Oh That was lovely. Okay, so let's get naming. This one's going to be called low underscore poly underscore Barrel lavely and I'm going to add this one to its very own layer create layer from selected and I shall call this layer low poly La are what? per are the yeah and save Okay, wicked that's now pretty much Set up to do your texture baking with There is only one other thing that I think it's useful to do to get a cleaner Normal map bake or what something I found from my own experience anyway is to soften the edge of your low polygon mesh So in order to do that you just click on Mesh display and you will see soften edge And if I just hide the high poly You'll see that it actually looks kind of weird It looks a bit confused but The the harder edges should come back when we do the the normal map baking hopefully Okay, so in the next step we will be Text-to-baking we're going to bake a normal map from the high poly geometry to the low poly geometry Which should look really good. So I'll see you in that step