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High to Low Poly: The BTicino Switch

Cut clean, round, subdivision-safe holes into a flat panel without guessing, then bake normal, ambient occlusion and diffuse maps from ... Show more
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  • Description
  • Curriculum
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bticino-switch-cover
6 Lessons

Short lessons, about 24 minutes end to end, with nothing padded.

3 Modules

The high poly, the low poly, and the bake.

4 Packages covered

Every tool is named in 3ds Max, Maya, Blender and Cinema 4D as it appears.

Free No charge

Free to watch with an account, including every technique.

Beginner

Not a 3ds Max course

High to low poly

Model it once in full detail, then bake that detail flat onto something light enough to actually render. That is the one workflow separating a model that looks good in a viewport from one that survives a production, and a flat panel with perfectly round holes is exactly the case that punishes guesswork.

This is not a 3ds Max course. Every tool used here exists in Maya, Blender and Cinema 4D, and the equivalent is named as it appears.

Originally recorded in Italian and re-dubbed in English with an AI model trained on my own voice. Sorry for the inconvenience if it grates a little, it was the only way to get this to you in English rather than leave it on a hard drive. Full note in the details below.

The curriculum

Module by module.

Every module is a self-contained step of the build, and all of it is free to watch. You follow along in your own scene, there are no project files with this one.

01

The high poly

Why the two-mesh workflow exists at all, then the high poly itself, cutting a clean hole through a curved face, and keeping topology that survives being smoothed.

3 lessons
  • Why High Poly and Low Poly
  • Cutting the Hole
  • Topology That Survives
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02

The low poly

The low poly, built with instances and arrays so repeated parts stay genuinely repeated. Edit one, and every copy follows.

1 lesson
  • Instances and Arrays
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03

The bake

The bake: the cage that controls how the projection reads, and wiring the maps up so the high-poly detail actually lands on the low-poly mesh instead of smearing.

2 lessons
  • The Cage
  • Wiring the Maps
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Check the full course details

What you’ll learn

  • Why high poly and low poly exist, and what a bake is actually doing
  • Cutting exact, round, quad-only holes by tracing a reference primitive instead of cutting freehand
  • Adding geometry only where the detail is, with Swift Loop and its equivalents
  • The three-point rule: why a hard corner needs at least three vertices across it to survive subdivision
  • Working on a quarter of an object and letting symmetry do the rest
  • Instances and arrays so one edit propagates, and the instancing trap that breaks an attach
  • Preparing a high/low pair and setting the cage so the projection lands
  • Reading a failed bake, then wiring normal, occlusion and diffuse back into the material

Who it’s for

Modellers moving from viewport-pretty to production-ready, and anyone who has never baked a map. No 3ds Max experience required.

Requirements

Any 3D package that can bake maps from a high-poly to a low-poly model (3ds Max, Maya, Blender or Cinema 4D).

Why this course looks the way it does

This started life as a tutorial I recorded years ago, in Italian, and then left in a drawer. Going back through it recently, the thinking still holds up, the software has moved on, the approach hasn’t. That felt worth putting out rather than leaving on a hard drive. So, plainly, before you start:

The picture is older than my current work. It was captured years ago at 720p, which is what screens ran at then. Everything I record now is 1080p. It is not up to the standard of the paid courses in the library, and I’d rather tell you than have you notice it thirty seconds in. What’s on screen is a real working session, not a polished re-shoot.

The voice is not me speaking, it’s an AI trained on my voice. The original narration is Italian. Rather than re-record hours of material, or leave it to Italian speakers only, I used a voice model trained on my own to re-dub it. The teaching, the decisions and the demonstration are mine; only the delivery is synthetic. The paid courses are narrated by me, in person.

The method is why it’s here. Tools change every year; how you decide to approach an object doesn’t. That transfers to any package and any version.

It’s free, start to finish. No preview-then-paywall. All 6 lessons, all the way through.

Course pricing

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All future course updates included, free, forever.

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Free, forever · Watch in any order · Private Discord · All future updates included