Blender Tutorial - Beginner Unity Character - Part 5 of 9: Texture Painting & Baking
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- čas přidán 9. 07. 2024
- Part 5 of 9 of a beginner character course where we make a Unity game character in Blender 2.9. In this part, we texture paint colors and bake the normal and ambient occlusion maps.
Chapters
0:00 Introduction
0:34 Setting Up the Texture Paint Map
1:58 Adding Base Colors with the Fill Bucket
3:23 Painting the Eyes
5:16 Painting the Spots
6:37 Painting the Toe & Finger Nails
7:43 Baking the Normal Map
10:47 Applying the Multi-Resolution Modifier
11:11 Cleaning Up the Normal Map with the Soften Tool
12:22 Baking the Ambient Occlusion (Shadow) Map
14:22 Wrap-up, Shoutouts, & Next Video!
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#blender #b3d - Krátké a kreslené filmy
Chapters
0:01 Introduction
0:34 Setting Up the Texture Paint Map
1:58 Adding Base Colors with the Fill Bucket
3:23 Painting the Eyes
5:16 Painting the Spots
6:37 Painting the Toe & Finger Nails
7:43 Baking the Normal Map
10:47 Applying the Multi-Resolution Modifier
11:11 Cleaning Up the Normal Map with the Soften Tool
12:22 Baking the Ambient Occlusion (Shadow) Map
14:22 Wrap-up, Shoutouts, & Next Video!
Ahh thanks to you I was finally able to get one of my characters in my head into Blender! Thank you so much you truly don't understand how happy you've made me!
That's awesome! I'm glad it helped you! Show me when you're done!
🥰
Haha thanks!
Thankyou Russell have learnt such a lot from this course .
You're welcome Alan! I'm glad it helped! I hope your character is shaping up nicely!
Tip: Applying shade smooth before baking will make your normal map more accurate
Awesome thanks Rai!
best tutotial I ever saw..thank you broo
Haha thanks man! I'm glad it helped!
Learn a lot from you Russell, thank you :)
You're welcome Xuan! I hope your characters are looking great!
After learning your Texture Painting & Baking, All my character will have texture :)
@@fearcry Yay! They will look so much better! Woohoo!
Thank you for this series. But one thing you should really mention is the fact that saving the blend file, does not save textures. I lost the whole episodes work because of this and had to redo it.
Oh gosh sorry about that, huge oversight on my part!
Thx
No worries lovepreet!
Thank you Russell for your time and effort. I have a question about characters in mobile games can we use these techniques? or we need to optimize it and reduce the number of verts?
Yeah no worries Hassen! Yeah you can use these techniques in mobile games.
3.34 how to enable uv
eye?
Select the eyes in the viewport in Object mode, then switch to Texture Paint mode!
Awesome, thanks! What tablet do you use if you don't mind me asking?
Thanks man! I use a Huion Kamvas 20 (non pro), it's been great for me for the most part. The pen gave out pretty quick unfortunately but I did drop it quite a few times so I do take some responsibility for that haha. I managed to fix it relatively easily though which was nice.
If any of you have problems when baking normals, do this:
1. Create a new image texture like in the video
2. Set the Color Space of the image texture to Non-Color.
3. Select all of your objects with multires that are gonna be baked, right click on them in Object mode and Shade Smooth.
4. Now bake the normal map just like the video, by selecting the objects and the image texture node you created.
My baked normals had a lot of protruding seams and it was just a whole mess, I thought it was my UV map, but nope.
Thanks veiled! I should have specified this better!
@@RussellMidfield No problem at all!
I just added vertices with the knife tool and I when texture paint it does paint some parts but leaves some parts unpainted, I am doing something wrong?
You need to UV unwrap the new vertices!
nice tut and Can you introduce the LCD tablet you are using and the placement of the keyboard on the desk in the video? (translate by translator.
Thanks! Oh yeah good idea! I have been meaning to do a long term review of the tablet, I will do one soon!
learned after watching videos that normal maps should be non color data you didnt change that. 😊
Good eye! Thanks!
Hey :). Your videos are really great, keep it up!
At 8:50, when I set the level viewport to 0, my mesh looks really edgy. Even "shade smooth" doesn't do much in the area of the eyes and especially the beginning of the horns on the head. The result after baking is really terrible :(. The number of vertices in these areas is the same as in your mesh. Do you have any advice what I can do? I've been trying for three days and I'm desperate :(
Thanks Lekan! Oh hmm, if you tab into edit mode, vertex selection mode, then A to select all, then right click and select Smooth Vertices that may make it less edgy.
Thank you for your quick response :). Unfortunately it didn't work. I added more loopcuts around the horns for testing, which didn't help either. I've looked back at the previous parts but can't figure out what mistake I made.
multires normal bake keeps crashing. Any ideas?
Hmm never had my normal bakes crash, they are usually super quick, sorry not sure on that one! Maybe reduce your subdivisions.
@@RussellMidfield turns out I can't copy the Multires modifier. So I need to add it 1 by 1. Not sure if it's a bug or not.
Thanks anyway!
I'm having some scales that we are supposed to color in. Both the 3d model and the map have a tone of artifacts that don't go away It looks like huge portions of it went unpainted. I'm currently trying to troubleshoot it but any tips would be helpful. Thank you!
Oh hmm what do your UVs for those areas look like?
They also have a tone of little spaces that don't fill in when I paint them. Same kind of artifacts, but it appears to be to a greater degree. I think the Imgur link to the pic I uploaded of it got my comment deleted so I'm just trying to describe it best I can.
Hi RM. Did you texture paint on the low poly meshes? The color disappears when I switch to object mode.
Ohh.. switching to rendered fixed that.
Yup, I texture painted the low poly meshes. Oh good to hear!
it's possible to paint perfect lines? if i try to draw some detailed like a pocket the lines doesn't look good, has sawtooth
You can go up to the Stroke menu and change it to Line. Sawtooth can also be fixed by straightening the UVs and increasing the resolution of your texture map.
@@RussellMidfield Oh thanks, its perfect now :D
Awesome!
@@RussellMidfield After baking, i can see a little some edges marked on relief. The lowpoly recovers the details of high poly, but i can see some edges on the model. What could be some possible cause? (Screenshot: ibb.co/DbpRXZ4)
Fixed increasing the Max Ray Distance option to 0.5!!
Lines still show on my character here. How did you remove the vert lines from showing?
Oh hmm, do you have wireframe enabled for the object maybe?
@@RussellMidfield How do I disable it?
Ohh... Got that. Thank you.
There are two wireframe views. One in the viewport shading menu in the top right of the window. There is also wireframe mode for individual objects. When you click on an object, then over on the right side panel, under the Object Properties panel, there is a section called Viewport Display. There you can also enable Wireframe mode for each object. More unlikely that this is activated but thought I'd ask. Also, in Edit mode you will see the vertices and edges outlined as well.
Why make normal texture? 3D engine cant render properly without it?
Yeah makes it easier on the engine, more efficient!
@@RussellMidfield I have procedural textures on model. How to export model with these textures in Unity? I want to preserve cool displacement effects )
🤷♂🤷♂
Yeah tough!
just so everyone knows, if you dont save the images as your working they will reset themselves, forcing you to do the entire model from scratch. whoopie
Oh sorry, I should have made that more clear! Yeah that can happen sometimes. The newer versions of Blender have a prompt before you close out that asks if you want to save your texture images which can be a life saver haha.
Damn, should have read this comment before the start, the hour of work went to nothing
Damn so sorry guys! I dropped the ball on this one. In the newer versions Blender has an automatic prompt when you close out try and help reduce lost texture work. It happened to me a few times in the older version so I know the pain haha.
My textures were lost even though i never closed the program. I would bake my normals, then after i bake the AO layer the color layer and normals would reset back to the start. I tried fixing them, then the AO layer reset back to black. Unless i saved each image separately before moving on to the next step it would reset the image after doing the next step. Unsure what causes this though. I just make sure i save everything now.
Oh I see, thanks for letting me know! I didn't realize that was an issue as well!