In this video, we'll prepare our low poly model for baking as well as put together all of our high poly models, materials, and other things we're going to need inside of marmoset for a normal matte bake. Now that our low poly model and unwrap is ready, it's time to work on preparing this to do our baking part of the process. I'm looking around on a couple of parts of the low poly, and I still feel like it might be a little too high resolution. So I'm actually going to collapse all of these edges on the inside, because I feel like these are going to be so tight together that they won't bake in properly. Now that we have our low poly and our UV is finished, it's time to start preparing this model for our baking process. If you look at the model, it's made up of a lot of different materials; a couple of different types of plastics, some different more rubberized materials, there are some metals on here too, and I could just separate all of these and use substance painter to paint all these for me. But if I actually put into my high poly material, what things are made out of what material, I can save myself a lot of time and energy later. So what I need to do is change the material in the high poly version of all these models, and then I can actually bake what's called the Color ID map. So I'm going to start with this red plastic that I've made and I'm going to just give it a name, blackPlastic_MAT, and it doesn't matter what color it is. In fact, the more rich or vibrant the colors are, the better. I choose like really loud colors because it's easy to see what people are looking at. This is why sometimes people call this a clown map instead of a color map because it's such a big bright looking colors. So what I'm just going through is adding new materials and I'm picking all the things that are going to be the lighter gray, and now I can assign my existing material of gray plastic mat. So what this means is we'll actually be able to bake out a texture map that identifies which surfaces should be which material. This process is essentially the same, I'm just looking for different types of materials. In this case, working on something like a soft rubber. There are different types of plastic on the material, a couple of metal areas. Really, anywhere that I can see that a different type of material was used, I'm going to create a different color for it. Again, the color I use, the name of the material doesn't exactly matter, so much as that they all have a different color to them that are different enough from each other that substance painter won't get confused later. Once you're finished, you're ready for the next step which is to actually bring our high and our low poly models into marmoset and bake a couple of maps out of them.