What Are Normals? 3D Fundamentals (Blender 2.8)
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- čas přidán 26. 07. 2024
- Hello everyone!
I am back with another Blender 2.8 tutorial video. In this video, I will be discussing what Normals are in 3D modeling and how you can properly and efficiently manage them to create a solid 3D model.
Normals can be a little confusing so I tried to include multiple examples of how they work and how you can change them throughout the video.
If you still have any questions feel free to leave them below and I will try to answer them.
This is a tutorial every beginning Blender model maker should see. It covered in one video methods that took me years to compile over many tutorials. Well stepped, well explained. I enjoyed watching this. A 2.8 lesson winner.
I am working in the industry for more than 5 years now but i have never been this clear on this Normal fundamentals. thank you for sharing this valuable knowledge.
1st detailed explanation of Normals on CZcams. Great job my friend.
this tutorial is so in depth its amazing! i googled "blender 2.8 what are normals" out of curiosity and basically was looking for a one sentence answer lol but im halfway in and ive learned so much more than i didnt know i needed! thanks liked and subscribed
Probably the best overview of normals I've ever seen. Hope you get back to doing videos again, very well done!
Really super helpful. Thank you for putting all the effort into making this. It's a tricky sort of concept, but this is, imho, the clearest unpacking of it on all of YT. Cheers. :)
A really superb video, tackling a fundamental subject that many Blender experts assume we already know about. Great information and a nice relaxed pace and delivery. I've now subscribed and will be checking your other videos :)
Absolutely fantastic job of dealing with an enigmatic issue.
you are are better than a lot of bullshits in youtube. you are the best!
Thanks for the tutorial! I just ran into this last week when exporting a room interior from Blender to Unity. I knew what the problem was, but I didn't know how to flip normals in Blender 2.8.
FANTASTIC TUTORIAL
Dope tutorial love how Smooth you explain things 👌😊 thanks subbed for sure! Keep teaching out here.
Awesome tutorial man! Thanks a lot. ❤🎮💡
This is gold. Thanks mate
Thanks man, keep going you teach clearly
Thanks a lot, I was confused about the subject!!
8:10 the Octane rendering engine has a principle shader feature called "round edges". I think internally it must just create extra normals near the edges. Very handy if you want to turn around a visualising for a CAD model real quick.
Really useful, thanks!
This is f****** nuts dude you just gave us a blender PowerPoint presentation you are defining the new style of presentation
Learn a lot, thank you for sharing :)
dis be helpin me get gooder at the blender
Superbe way to treat theses normal. Great explanation
Awesome. Thanks!
Enjoyed the tutorial. Thanks for sharing. ^_^
what a fantastic video. Thank-you
Thank you kind sire this was really helpful!
great video!
Thank you very much for the video!
Great tutorial! I would love to see a follow up where you explore sub d and creases to adjust the form.
Thanks! Il take that into consideration.
Thanks this was a great!
Dam Bruh,..This helped me out Soooo much!! Thanks!
Thanks!
i came here cause of my driver's problem, and must turn on the "high quality normal",
but idk what "normal" is until i found this video, thanks
this saved my quest, i was struggling with rigging. whenever i rig my character, the charactere was depleting in pose model. all my normals were pointing inside. apparently it doesnt work with normals pointing inside. just had to flip.
There's a sixth way which is to separate out the problematic mesh into it's own object ('p' key). When you do this it's not trying to link up and average across the entire surface, but can average across just the localized surface. Obviously depends on whether it makes logical sense for your model to break out the region in question.
Calculate inside could be used for a skybox... damn
Thanks 👍 what is the option where you can add bumps and displacement but physically because I’m not sure how to do that
Tanks
Great Tutorial about normals, nicely explained. Thank you very much.
I have a question for you, What about Architecture designs, like walls? Do we need to create loop cuts? So there wont be any artifacts issue.
Regards
If your wall is a flat plane there won't be any other faces for the normals to be averaged with so it will look fine shading wise. If your wall is a rectangle you should turn on auto smoothing or add loop cuts.
Excellent 30 minutes, I learned more in this than in days of trawling through 'forums' uurgg! . . . I've subscribed ! @3D Tinkerer I've have a base mesh character, I'm ready to start sculpting, but I'm confused with modifiers, mirror, multires, subdivide, do you cover this this in other videos ? Thx again.
omg! so thats why half the house i build was invisible in unity! thanks for the help.
不错
Great and detailed tutorial! It is a little discouraging though, for someone like me who has just started with Blender and 3D in general, just to think about having to deal with so many things to get everything right...
I don't know if it's a 2.8 bug, but I model for a game engine and I understand them, but when I flip a face with Alt + N it's flipping both :(
Context. I scaled a cube on the z axis. It's the floor for the second story of a house. So I want to flip the normal for the underneath face. With just the underneath face selected, it's flipping the top face ( the second story floor. ) So I'm stuck with a transparent celling on the first floor or a transparent floor on the second.
Ugh.
@3D Tinkerer: I have one question ...in the subdivide way you point out that the edge loops creates artifacts is there any way to remove those artifacts and get the surface smooth again without changing the edge loops/geometry?
ps: Thank you for the tutorial :)
Subdivision can be kinda finicky with edge loops. If you are making a complex object you might want to use a few smaller objects to simply each subdivided object.
The easy way to avoid artifacts is to keep in mind that every time you create an edge loop you are adding more and more geometry. So overly complex objects might have weird ripples or deformations.
You can use the bevel modifier before the subserf (you don't need to apply it, it just has to be above the subsurf) and set it to either angle or vertex group limiting, you can make the segments 2 and profile 0 (to only add geometry but not smooth the mesh before subdividing)
Coming from 3ds max i still miss the smooth group feature since for game asset it was so much easier with smooth groups!
I did some quick research on what smooth groups are and I believe Blender has an alternative.
If you want to be able to apply a bevel to specific edges non-destructively you can apply a bevel modifier to your object and create a new vertex group with only the edges you want to be beveled. (The bevel modifier has a vertex group option under limit method)
Vertex group link (Blender 2.7 docs): docs.blender.org/manual/en/latest/modeling/meshes/properties/vertex_groups/assigning_vertex_group.html
Bevel modifier (2.7 docs): docs.blender.org/manual/en/latest/modeling/modifiers/generate/bevel.html
To bake normals (selected to active) the low poly mesh must be inside or outside from high poly?
Great but how to avoid such artifacts like You did with loops on connected sphere? You supported geometry on the front object and destroyed a sphere. Is there a way to avoid it?
HOW DO I DO A DOUBLE SIDED NORMAL FOR LIKE A CAPE?
how you make words in blender likethat
the overlays tab isnt there and i cant view the normals
Transitioning from Cinema 4D this is one of a lot of small things that tbh I think C4D does better than Blender: in C4D polygons with inwards and outwards-facing normals are coloured differently (yellow and blue respectively), and it's a lot easier to see instantly what's going on than little lines coming out of them (or not). It must be nightmarish if you've got a high-poly model with lines sticking out everywhere trying to see what individual polys are doing.
(to soothe anyone's potential hurt feelings there's a lot of things Blender does better: the idea of real-time subsurface scattering still kind of blows my mind)
There's "face orientation" feature in blender, it works as you described. Maybe it was added recently
video title "what are normals?", in the video: "normal maps are weird looking maps that fake geometry". yeah, good explanation!
thats a normal map, bibbum
@@bunkteriamonster7830 so normal maps have nothing to do with normals, bibop?
@@aaayerus a normal can be defined as how geometry appears, normal maps apply false geometry as a texture to make the mesh look more detailed, the normal's disused in the video are about how the normal's created by geometry can effect the shading of the mesh, bibbum.
12:33
i had to watch a video to remember how to see the normals. now i am looking for another video that shows how to turn them off... typical blender.
Genshin Impact solves this issue quite well...
Duu... How the fuck do you see your text?? Also thanks for the video I'm watching a udemy course and normals aren't properly explained but applied often.
I've started to increase the text size and adding a key screen cast to my newer videos
@@3DTinkerer That key screen is super useful. The course I watch for blender uses it. It's surprising actually how often I look at it. Even having gotten down as many of the hotkeys as I have. For example when the instructor was trying to alternate which edge loop was selected when he clicked on an edge I wasn't sure how to change it rewatched multiple times until I looked at the key screen and instantly figured it out.