Blender 2.9 Tutorial - Stylized Character Modeling - Part 8 of 9: Texture Painting & Baking
Vložit
- čas přidán 25. 07. 2024
- Part 8 of a stylized character modeling series where we texture paint and bake the diffuse and normal maps of our character in Blender 2.9.
Chapters
0:00 Introduction
0:37 Texture Paint Setup
1:31 Base Color with the Fill Bucket
5:28 Painting the Face
9:18 Painting the Eye
10:20 Painting Veins
11:14 Painting the Hands
12:57 Painting the Armor
15:01 Painting Small Details
15:42 Ambient Occlusion Node
17:31 Bake the Diffuse (Color) Map
20:07 Bake the Normal Map
22:24 Wrap-up & Next Video
Let's Connect
Instagram: @russellmidfield
Twitter: @russellmidfield
Facebook: / 359430051847784
Discord: russellmidfield#9667
Music
CZcams Audio Library - Krátké a kreslené filmy
Chapters
0:02 Introduction
0:37 Texture Paint Setup
1:31 Base Color with the Fill Bucket
5:28 Painting the Face
9:18 Painting the Eye
10:20 Painting Veins
11:14 Painting the Hands
12:57 Painting the Armor
15:01 Painting Small Details
15:42 Ambient Occlusion Node
17:31 Bake the Diffuse (Color) Map
20:07 Bake the Normal Map
22:24 Wrap-up & Next Video
I'm working on my first portfolio and I really needed a simple and efficient pipeline for texturing. This is the simplest one I've found that produces great results. Thanks a lot!!
That's awesome dddd! I'm glad the workflow works! Show me the piece when it's done!
Very very helpful
Thanks Penysup! I'm glad it helped!
What a great series Russell! Thank you for sharing! Really got to understand the workflow better.
Thanks Marko! I'm glad if it helped!
It's still very informative more than I expected. Thank you. Awesome lecture!!
Thanks so much! I'm happy it helped!
Excellent video! Very helpful
Thanks Divine! I'm glad it helped!
You really deserve more views sir. Thanks for uploading all these series.
Thanks Silverdaddy! No worries, I'm glad they help!
@@RussellMidfield I'm a little stumped. After 3 days baking the diffuse colours with the AO it looks too dark as if the multiply of the AO applied over the original painted colours kicked the lights out of the material. In the rendered viewport it looked normal but the baked result is nothing like it or your results. Any clues why it ended like that? My node setup is identical to yours, even with the MixRGB to 0.8 and all.
@@silveraddydwimores4085 Hmm, do you have any lights in your scene? I don't really highlight it in my videos, but I always have an HDRI set to 0.5 strength, and then three lights (a key, fill, and back) set to about 5k-10k power. That might be having an affect on your bake.
@@RussellMidfield I'm ashamed, apparently the problem was that I fed the baked texture to the Principled BSDF instead of plugging it directly to the material output. By some odd reason, the BSDF processes it like if it was on Multiply or something despite it was fed directly to the Color pin. Anyways, thanks for your suggestion. Actually I only use a custom HDRI to light everything (a 4K at that) with Strength set to default which is 1. I'm learning a great deal from your tutorials and this blunder of mine slapped me upside the head like a bucket of cold water (I blame my sleep deprivation for not paying attention to your class 😅). I apologize for being a slow learner, sensei 🙇🏻
@@silveraddydwimores4085 Haha no worries! It's all part of the learning process! I'm glad it worked out.
Wonderful Tutorial. Impressed that your YT account isn't bigger than it is. Really well explained! Thank you!
Thanks Lucas! Appreciate you saying that, means a lot! I'm glad the video helped!
great
Thanks David!
Next level thanks so much subscribed
Thanks man! Glad it helped!
Nice to see new video released!
Thanks man! I tried playing around Unity a couple of days ago to dip my toes into game dev, so much to learn! I'll have to try UE4 next!
@@RussellMidfield Let me know when you get done with UE4, I can help you to setup your character on it.
Thanks man, yeah, there is so much to learn its scary haha, I will definitely need your help
Finally, I'm done.
THANKS
Awesome! I want to see it!
very nice thanks man
No worries man, I hope it made your character look even more bad ass
very very helpful video. Thank you very much y friend.
Yeah no worries Metin! I'm glad it helped you out!
Nice job, to the point and well explained. Thank you, new suscriber here.
Thanks Patxito! Appreciate it!
thank you this content is very good
Yeah no worries! I'm glad it helped!
you have the best tutorial series out there...from start to finish...no misses..everything in detail...this will definitely help a lot of beginners struggling to find a complete tutorial...i even come back here from time to time when i forget something...thanks a lot , man...you have artstation or ig i can follow?
nvm...found it ...lol.
Thanks so much! I'm glad they are helping a bit!
Haha yeah, my artstation doesn't have anything on it but I occasionally post something up on IG!
Good russel
I am very happy that you have reached 600 subscribe
Thanks so much, almost there! Good job on your channel, I like your soccer ball and grass tutorials, you make nice quick and easy tutorials
Thanks russell for motivating me but now i left youtube unfortunately because i am in the 9 grade and i have my exams
Handpainted texture looks nice, but I think we need metal and roughness texture maps as well for better resoult.
I agree, very true, I should have done them in retrospect, oh well, next time! Thanks!
What an amazing Tutorial Series! Thank you for making these! Can you make a tutorial on how to BAKE & TEXTURE from Substance Painter then back to Blender? :D
Haha thanks! I'm glad if it helped! Oh good idea, I haven't tried Substance Painter yet but it looks absolutely amazing. Once I get my hands on it yea for sure!
Awesome stuff =). I feel a bit silly for not knowing some stuff you did xD...
Thanks StylizedStudio! Haha naw we're all learning new stuff everyday!
Question for you Russell! Does the 32 bit float only apply for the normal map? I noticed you didn't have it clicked for the diffuse map. I'm getting ready to import my first asset into unity following your tutorials, thank you!
Hey Settie! I find that the 32 bit float 9nly makes a noticeable difference with the normal map so I only use it for that map in particular!
Fellas Don`t forget to save your texture image in case of crash. My normal map crashed blender so I`m starting this lesson all over xd
Good the beast! Yeah it sucks when that happens!
@@RussellMidfield Thank you Russell once again for great tutorials man. Even if my final result sucked I had a good practice! I`ll follow your next lessons also :3
Thank you for the amazing tutorial. I've really learned alot. I was just wondering though, is there a reason why you didn't bake any normal maps for the armour? Or is it uncessesary to do so?
Yeah no worries, I'm glad it helped! Oh I probably either completely forgot haha, or just forgot to show it in the video. I would suggest baking normal maps for everything, helps cut down the polycount while still retaining detail.
@@RussellMidfield @Russell Midfield thanks for taking the time to respond. I'm currently running a project on unity for the first time so apologies if this is a silly question haha.
Would you retopologise the armour as well as the character? Or would the armour be fine due to the modifiers that were used in this tutorial? I assumed you'd have to apply the sub div, solidify and then retopologise a low res model copy
Yeah you got it, with the armor, before applying the modifiers, Shift+D and duplicate all of the objects. Then remove the modifiers on the duplicated objects and they will now be your low poly version. Then you can bake.
@@RussellMidfield Legend. Thanks Russ 🙂
Yeah no worries! Good luck with the project! Shoot me a link when it's done!
Just wondering if it's possible to add an image texture and texture paint to the same parts?
Yeah you can add an image to the texture painting!
Love your tutorials man, they are very helpful!
I did run into a problem though, when trying to bake out the normal map, I got the error "Multires data baking requires multi-resolution object" and I can't for the life of me figure out why, as I belive that I followed your instructions to a T.. any suggestions?
Thanks Peter! Oh yes, sorry, I should have made that more clear. You will get that error if you have any other modifier on any of the selected objects. ALL of the objects you have selected for baking must have ONLY a multi-resolution modifier on them. If any of the selected objects have any other modifier on them, you will get that error. Either delete the other modifiers or apply them first, then it should work. Let me know if it does!
Thanks a bunch @@RussellMidfield, I hadn't applyed the shrinkwrap modifier, but when I did, it worked like a charm :) only got a few artifacts, so I definetly prefere this metode to the "bake from hight res model" one!
Yeah no worries, glad it worked! Yeah me too haha, it seems a tad easier at times than making the low poly cage. Usually the small artifacts I blur with the blur tool in texture paint mode or take into a program like GIMP or Krita to edit.
Yeah I did that to the few artifacts I got in the texture paint. Though the artifacts I was refering to are different. They appear along the seams of the UV unwrap, as oddly shaped gray polygons. Managed to make the disappear by adding a multires modifier of 1, though I don't suppose that would work when I export the model as an game asset, as applying it would bring my total polycount to 17k...
Oh yeah one subdivision level works too! 17k isn't too too bad!
when you used fill bucket tool it created "patches" of color going bigger then UV map borders, when I use it it fils UV shapes just to the edge creating jagged lines all around the islands, that are also visible on the model, is there some setting I'm missing or am I doing something wrong?
Hmm, nothing immediately comes to mind. Maybe try when you have the fill bucket selected, over on the left viewport, under the Advanced button along the top of the window, play with the Threshold slider to see if it has an affect on how it fills the islands in. You may have to do some trial and error to see what threshold value works.
@@RussellMidfield don't have that option in 2.92, or at least can't find it, also normall brush can't paint over those edges on 3D view leaving ugly lines where model Seams are. Thanks for your advice, and help, will keep looking for a solution
i have a question. when i was following you video (and was putting in Ambient Occlusion, colour ramp, and multiply), my model turned black, even though i colored everything. have any clue what might be causing this? btw, thank you for the amazing video!
Hmm interesting, so when you navigate to where you saved the texture maps on your hard drive, they aren't black? They look ok?
@@RussellMidfield at first it looked okay. but then all the colour disappeared (this includes the black). but it's okay. i'm restarting it.
@@moonflower4352 hmm weird, yeah maybe just rebake it, probably easier!
Hello sir, I followed your tutorial and it works great, but my baked diffuse map is different from the texture paint before, it looks like the paint has stained the body, but the armor and weapons are fine, do you know what is the problem? Am I missing any steps?
Hello, oh gosh, what do you mean by "the paint has stained the body"?
Every time I try to bake my textures they allway turn out black when a Applying it to the model. The texture sheet dosent look black every the Uv should be and dosent look like the first texture. I was wondering if I’m doing something wrong.
Hmm weird, maybe a lighting issue!
Hi, Thanks for the amazing tutorials! I'm having some issue with the paint bucket tool.
It ignores the uv islands and always fills the entire canvas, how can I fix this?
Oh... I see how this works now. The paint bucket tool doesn't follow the uv island, it's simply following the color margins created earlier through filling the object in 3d view.
Oh yes, I usually fill the islands by using the paint bucket in the 3d viewport, works pretty well for laying down base colors! Then in the UV map window I'll paint details
@@RussellMidfield Yeah it's a nice little trick, you're so familiar with the workflow that you didn't even realise it may look a bit confusing to some people lol. Thanks for replying so soon, your tutorials are amazing.
Yeah sorry, I didn't do a good job here, missed a lot of things, glad you got it working!
Sir, can a panting texture be baked? I always can't get the results of baking. I was painting some texture just like you did on an object, then I bake but the shadings/texture I drew is not coming out/baked.. am I missing something? Or bake is only for NODES but not for painting on an object?
Hey Christopher, yes a painting can be baked! Check out Grant Abbitt or Blender Guru, they have some great tutorials on baking!
I dont understand one thing. The shade smooth / subdivision wasnt apply at the end? You just add normalmap and postpone this 2 modifiers?
They are removed at the start of the next video in the series!
Quick question: I'm watching this video while using blender 3.0. I've gotten to the part where you go to the color palette tab and select a new color. In 3.0 the tab does not show up in the same place. Do you know where it has been moved to?
PLease disregard the question. I looked back and saw I selected the mask tab instead of the fill tab.
Ah no worries! I'm glad you found a solution!
what do you do with armor for game engine it has all of the modifiers still aplid if I remove them armor looks like shit ?
That's what baking is for! You bake the high poly details into the low poly mesh. It won't look as good as the high poly though, so you may need to increase the polycount your low poly mesh a bit.
@@RussellMidfield thanks
No worries! I'm glad to help!
Every time I save my blender file just in case and try to go back after xing out the program all textures I work on disappeared. How can I save the progress I did on textureing?
In the window where the texture map is there is a menu called Image, in the menu there is a Save option there.
@@RussellMidfield So for me, im trying to make my model cell/ toon shaded, so do i make all the nodes for that and then bake it like your diffuse map? And after i make that toon / cell shade, do i make the normal map after that to ?
Yup you could do that. Yup, you bet!
@@RussellMidfield For my character, i wanted to have eye textuers image that change. My problem is when i make the seam for the eye area, it mess the the seams for the texture and mess up the overall model textures. I was wondering if there a way for me to get around this with out mess up my textures( note: i didnt bake the textures yet).
when I'm baking normal map it's said "multires data baking requires multi-resolution object" please help ;-;
Oh yes, your object can only have a multi-resolution modifier on it in the modifier stack to bake from it, apply or remove all other modifiers!
@@RussellMidfield omg it's work!.I'm on my graduation project
and
You're a lifesaver thank you!!
@@sevensin.x1694 awesome! I'm so glad it worked! I hope your project turns out great!
@@RussellMidfield If I have more question can I contact you on Instagram?😂
@@sevensin.x1694 yes of course! gimme a shout anytime, anywhere! I'm happy to help!