Axe - Detailed Game Objects - P17 - Normal Maps in Detail

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  • čas přidán 11. 09. 2024

Komentáře • 105

  • @cvids_
    @cvids_ Před 3 lety +28

    Amazing, I can't believe you are doing this for free, I hope you do more series like this, I'm learning so much, thank you!!

  • @Manas-co8wl
    @Manas-co8wl Před 7 měsíci +2

    P17 Notes
    2:13 Normal Texture Image Setup
    2:47 New Window (Yes I actually managed to delete my right viewport window lol)
    3:41 Non-Color color space for Normal Maps
    4:55 Bake Settings
    7:30 Texture node to bake to must be selected on the shader editor
    10:18 Requires an extra node! (Can't connect yellow node to purple)
    11:02 Don't forget to save/export normal
    With a different extrusion and the normal map node it turned out pretty well!
    I think I got the hang of the baking work flow, thank you so much!

  • @TriggerWarningStudios
    @TriggerWarningStudios Před rokem +1

    I first watched this video like a hundred projects ago and I still find myself coming back and learning/relearning. Thanks grant for the free education.

  • @eshan309
    @eshan309 Před 3 lety +7

    Wow! I just baked my normal map and it turned out fantastic! (Although, there are some areas which are green, but they are the inside part, thus not visible at all).
    Cant believe i baked a perfect normal map! All thanks to your teaching!
    Right now...my lowpoly mesh is sitting at around 5K tris. Feeling proud of myself :P

  • @diegocastro4594
    @diegocastro4594 Před 3 lety +2

    This is so amazing, I feel it is like black magic when the map is baked and set up in the normals node.

  • @coolermintmint
    @coolermintmint Před rokem

    you sir are a a blessed soul for providing such a detailed explanation on how to LP, UV and bake. i have done many tutorials and all failed to work in 3.4 or didnt work well enough. glad for you to grab a coffee on me thanks again!

  • @vaskodor7773
    @vaskodor7773 Před 2 lety +1

    I can't believe I got this far without messing it all up even though I'm proggressing really slow! 😅 The normal map turned out amazing, I just have some yellow-green at some of the runes but other than that i'm really satisfied! Hopefully I'll be able to fix that too. I feel the need to thank you so much for this series again!

  • @jacekworoszyo3310
    @jacekworoszyo3310 Před 3 lety +1

    I just love this series. Right now im learning blender with those video and its really great stuff. Thank you so much for this.

  • @user-og6hl6lv7p
    @user-og6hl6lv7p Před 3 lety +3

    Too right, those bloody corners were tricky to figure out when I first started with Blender!

  • @ryanhahn4664
    @ryanhahn4664 Před 3 lety

    Another informative video 😁. I appreciate how in each video your taking in feedback you've been getting and apply that to the tutorial. I've learned a few new tricks during this series. Thank you

  • @MichalRutz
    @MichalRutz Před 3 lety

    Wow, finally someone was able to explain baking to me. Thank you a lot!

  • @WaterShowsProd
    @WaterShowsProd Před 3 lety

    Thank you, Grant. I actually thought you'd pre-recorded the entire series and were releasing it piecemeal, so that came as a surprise at the beginning.

  • @liliaellis4366
    @liliaellis4366 Před 3 lety +1

    And Happy Birthday!!! 🎉🎉🎉

  • @LoserHands
    @LoserHands Před 3 lety +1

    At around 1:45 yeah, space between islands can be a concern in any 3D engine. Because anything which is subject to mipmapping will halve that gap with each step in level-of-detail.
    Some people will put 8px between islands, or 16px.. a power of two basically. Of course it depends on the resolution of your map--also there might be a level-of-detail where you stop minding any overlap!
    (with a 2048 map, >=8px gaps will get you no overlap when it hits 256)
    Mipmapping goes hardware level, it also makes distant things look better. So you don't want to ignore it _too_ much by say, disabling it for all your intricate props and weapons. But while making the prop? Well I'd only say to make sure that island which has the runes on head of the axe, is 8px apart from other stuff! Maybe 16px.
    Funny trick: let's say you want a gap of a certain amt of pixels--16px--and your uv coords in blender are in 0.0->1.0 range instead of pixels. You can put "16/2048" or similar, to convert to decimal! This is useful for the unwrap menu, which will not take pixel values in the "padding" field. Mipmaps work in powers of two!!

  • @blenderzone5446
    @blenderzone5446 Před 3 lety

    Wow great axe model

  • @liliaellis4366
    @liliaellis4366 Před 3 lety +1

    Amazing as usual! This course is exactly what I need! Btw it would be nice to see a series about Substance painter and Designer as well :)

  • @kailed
    @kailed Před 2 lety

    we love you Grant

  • @kamikaze12
    @kamikaze12 Před 2 lety

    Magnificient, Thank you SO much!

  • @kray3d
    @kray3d Před 3 lety

    Incredibol! Thanks Grant

  • @avurado
    @avurado Před rokem

    Very good explanation ! 🎉

  • @fg4hg594
    @fg4hg594 Před 3 lety

    Man, you saved my career!

  • @jovlem
    @jovlem Před 3 lety

    Loving the series so far!
    Are you also going to do a video about using creases vs support loops? This is usefull if you model is for a movie and you really need super high detail.

  • @Schodemeiss
    @Schodemeiss Před 3 lety +1

    How do I click the like button more than once!? Sooo helpful, thank-you!

  • @DJVipFlash
    @DJVipFlash Před 2 lety

    That really helped! Thank you very much!

  • @kamranashraf2764
    @kamranashraf2764 Před 3 lety

    O man, this series crossed fast and furious parts, 😂😂🤞lol @Grant ❤️

  • @Pachupp85
    @Pachupp85 Před 3 lety +1

    You should always triangulate your low poly mesh before baking.

  • @achi9869
    @achi9869 Před 3 lety

    Thanks A Lot.

  • @frezeryilma5735
    @frezeryilma5735 Před 3 lety

    Tnx man you are helping greatly!

  • @WealthyHomeless
    @WealthyHomeless Před 3 lety +2

    2:50 so true

  • @alface2461
    @alface2461 Před 3 lety

    Very cool, thank you bro

  • @stalkershano
    @stalkershano Před 3 lety

    Ur tuts R best man !!!

  • @muhammadobaidullahhashmi4334

    My extrusions are also translating on low poly mesh...giving high contrast splashes on low poly map...
    Can u please give the solution

    • @muhammadobaidullahhashmi4334
      @muhammadobaidullahhashmi4334 Před 3 lety

      I have also done by triangulating my low poly mesh before baking
      And
      By baking objects separately

    • @grabbitt
      @grabbitt  Před 3 lety

      have you fixed it then. I'm not sure i completely understand the issue

    • @muhammadobaidullahhashmi4334
      @muhammadobaidullahhashmi4334 Před 3 lety

      @@grabbitt no not fixed.
      I can send you the snapshots
      If you give me your email address

  • @peterrandall6761
    @peterrandall6761 Před 2 lety +1

    Any advice for fixing weird grayish lines around the edges of the axe? seems to be my only issue

    • @grabbitt
      @grabbitt  Před 2 lety

      Probably ray distance

    • @peterrandall6761
      @peterrandall6761 Před 2 lety

      @@grabbitt Where is the ray distance tab? I am used to suing substance painter

  • @Dach101
    @Dach101 Před 3 lety

    great bake!

  • @user-im8kn5ls9h
    @user-im8kn5ls9h Před 3 lety

    дуже добре perfect!!

  • @artur_momot
    @artur_momot Před 3 lety

    Thanks, very helpful video! Keep going!)

  • @caligis
    @caligis Před rokem

    Thanks so much for this! I finally decided to tackle normal maps and the results are such an improvement! One thing is that the details on the face look a little grainy compared with the HD model. I did use a 2k image so not sure why this might be happening. The face count on the high poly version is pretty high, but should it be even higher? Does some resolution get "lost in translation" during baking?

    • @grabbitt
      @grabbitt  Před rokem +1

      It's tricky to say. You can use the 32bit float option to get higher quality

    • @caligis
      @caligis Před rokem

      @@grabbitt ok, I’ll try that!

  • @cenkmars
    @cenkmars Před 3 lety

    Thanks

  • @Conahawk
    @Conahawk Před rokem

    I'm still kinda new to blender but dose anyone know if this is a good proses for character animation? would a low poly character modle play nice with a high poly bake?

  • @SirB3ast
    @SirB3ast Před 2 lety

    I know this video is one year old, but I have a question regarding the smoothing of mesh before the bake - 1. Do all objects have to be smoothed (high and low poly) or only low poly one? 2. Smoothing meshes is considered to be done as a step before any type of baking? For example - ambient occlusion? These videos Grant did helped me improve a lot, but texturing and retopology are rabbit hell holes for me.. lol

    • @grabbitt
      @grabbitt  Před 2 lety +1

      Yes both meshes must be smooth shaded

    • @SirB3ast
      @SirB3ast Před 2 lety

      Wasn't expecting an answer from the man himself. Thank you!!

  • @cobiwankenobi4025
    @cobiwankenobi4025 Před 2 lety

    4:33 you select the individual parts in the tabs, whenever I try to it tries to select everything below, how do I only select the ones I need

  • @gorkabronazo9146
    @gorkabronazo9146 Před 3 lety +1

    First, many thanks for your course.
    I'm gonna go crazy. The first time I got the bakes, but it had edges within the geometry and an unclosed face. I fixed everything and when I bake again, I get multiple colors. I don't have the image created as alpha.
    I even went back to the previous file with the geometry to fix and I still get the bakes with strange colors, like a rainbow.
    I can't fix it, please help.

    • @grabbitt
      @grabbitt  Před 3 lety +1

      That's probably ray distance but check th we no doubles or reverse normals

    • @gorkabronazo9146
      @gorkabronazo9146 Před 3 lety

      @@grabbitt Thx for your time Grant. Its all correct and checked. In fact, the first time i got a correct normal map with odd edges messing around all the map because unclosed faces. When i got fixed all, i tried again and got a almost good map, but strange colors (all but purples).
      Then i tried the previous file i got the correct normal map with the issues again and, when i try again the bakes, i got the normal "colored" map and the odd edges. Its nonsense :(
      All the time, ray distance is 0 (in Blender 2.92), i have the same like your video, my axe is almost like yours.
      Anyway, thanks for your time and help, greetings and sorry for my english :)

    • @JonathanGilmer
      @JonathanGilmer Před 2 lety

      This was happening to me, too. I did all sorts of different tests with the ray distance, triple checked my normals and recalculated them a ton. Took off auto smoothing and turned it back on, etc. etc. etc. and no success. I did finally get a decent looking map, but even then, it looked like garbage on my character. I wonder if my project is buggy or something.

  • @papadross
    @papadross Před 2 lety

    What does it mean when you are in the UV Editor and it takes points from your selection and puts them in the bottom left corner of the screen while dragging a large solid-colored area down to them?

    • @grabbitt
      @grabbitt  Před 2 lety

      I think it means they are doubles

  • @thecanaeggplant2937
    @thecanaeggplant2937 Před 3 lety +1

    In the latest version there is no extrusion option under selected to active, should i use ray by distance instead which does the same thing i believe ?

  • @HyperStarXD
    @HyperStarXD Před rokem

    it's quite hard, is there any other way that i can bake a normal map without making low poly version of the axe?

  • @fungypie8756
    @fungypie8756 Před 3 lety

    hello Mark I have an unrelated question.
    They asked for character design for a job interview and it should consist of no more than 5k triangles.
    when I retopo ı loose all the details.The ı think ı can use shrinkwrap and multiresolution methods but when ı use them
    thats look detailed but in edit mode they look like raw retopo version. Is this way okey for game engine optimizaiton or I have to bake normal maps ? Because the company is
    working on games and they tight about the 5 thousand limit.
    Thank you in advance.

    • @grabbitt
      @grabbitt  Před 3 lety +1

      you need a normal map yes or you paint on details

  • @creepyzuhree
    @creepyzuhree Před 2 lety

    finally I reached this step. but when I baked my low poly, the Image texture progress wont come out down there. The status bar said "No active image found in material". i dont know which step I missed. overall nice tutorials. I've been followed some video in your palylist and I amaze with the outcome. GBU

    • @grabbitt
      @grabbitt  Před 2 lety

      select the image texture in the low poly material

    • @creepyzuhree
      @creepyzuhree Před 2 lety

      @@grabbitt I just started from beginning file that I saved and follow the video. and its going well. its prety weird but so far so good. thanks for your reply. have a nice day♥️

  • @lavalamp2011
    @lavalamp2011 Před 3 lety

    My Normal map looks fine, but when I look at the low poly axe in the viewport, some of the sharp lp edges are still very clearly visible... Is there something that I have done wrong? During the retopo phase I moved some of the verts around so the high poly model isn't visible anymore (without snapping enabled) - is that what caused it? Great tutorial btw :)

    • @grabbitt
      @grabbitt  Před 3 lety +1

      you may need to add some cuts in to smooth the low poly out

    • @lavalamp2011
      @lavalamp2011 Před 3 lety

      @@grabbitt okay, I‘ll try that out. And thanks a lot for the quick answer :))

  • @ProHolmes
    @ProHolmes Před 3 lety

    Hi! What's the difference between Extrusion and Ray Distance? I see you don't use ray distance, while other people use it unstead of extrusion.

    • @grabbitt
      @grabbitt  Před 3 lety +1

      I think ray distance had been renamed extrusion

    • @ProHolmes
      @ProHolmes Před 3 lety

      @@grabbitt well, there are both options exist in 2.92.

  • @JBoehmGames
    @JBoehmGames Před 3 lety

    I don't get why you tend to put all of the textures for a model on one singular image. I guess it's not a huge thing for props, but when it comes to characters I know for a fact most models have things split out into different maps to allow for higher detail in certain areas (i.e. face, body. accessories hair). In this case, I would have completely separated the axe head from the shaft in terms of texture assignment so that your 2k maps could be used to get all of that nice runic carving in there without it being compacted down to a ~1600x1024 area on the shared texture.

    • @grabbitt
      @grabbitt  Před 3 lety

      Could do but there doesn't seem to be a need here

    • @JBoehmGames
      @JBoehmGames Před 3 lety

      @@grabbitt Yeah, you're probably right. Just seems easier for material assignment in my head, but there's not a whole lot going on here other than "metal, cloth, wood."

  • @crystalmae2250
    @crystalmae2250 Před 2 lety

    how do I get it to bake if its saying uninitialized image?

  • @Cael0007
    @Cael0007 Před 2 lety

    Excellent tutorial. Love It. But I have a situation, when I bake the normal map, at first glance it looks good, but when applied to the model one face looks darker than the other. In fact, a clear division is observed in the UV cuts. I think it has to do with the orientation of each UV island. Any advise?

    • @grabbitt
      @grabbitt  Před 2 lety

      Have you got non colour data selected

    • @Cael0007
      @Cael0007 Před 2 lety

      @@grabbitt Yes, "non-color" and tangent space. Tried another simple object and got the same problem, it appears to be something with UV island orientation. Turning the island upright improves the look, but the UV cut edge still has color differences.

    • @grabbitt
      @grabbitt  Před 2 lety

      strange it should be pretty seamless

    • @Cael0007
      @Cael0007 Před 2 lety

      @@grabbitt is there a way to send you some images?

  • @grzeskowebazgroy9845
    @grzeskowebazgroy9845 Před 3 lety

    Hello-I have a question: What determines when? or do we use normal or displacement map?

    • @grabbitt
      @grabbitt  Před 3 lety

      you can use both but mainly a displacement map is there when polycount doesn't matter as much

  • @hypersonicmonkeybrains3418

    Interesting i always thought normal maps should stay as sRGB because they are colored not greyscale. Confusing.

  • @JonathanGilmer
    @JonathanGilmer Před 2 lety

    Tried baking the normals of a character at least 20 different ways, and had no success unfortunately. Even when the normal map turned out nicely, it looked awful on my low poly mesh. 😔

    • @grabbitt
      @grabbitt  Před 2 lety +1

      Yes if it's too low poly it doesn't work well. Also remember to set to non colour data

    • @JonathanGilmer
      @JonathanGilmer Před 2 lety

      @@grabbitt I have been, thanks! Is it better to split up more complex objects instead of trying to bake it all at once?

  • @Seeked5000
    @Seeked5000 Před 3 lety

    isn't there a loss of information by using non-color?

    • @grabbitt
      @grabbitt  Před 3 lety

      no. You cant use colour with normal maps

  • @edwardmartinson5247
    @edwardmartinson5247 Před rokem

    Can I bake having custom normals??

    • @grabbitt
      @grabbitt  Před rokem +1

      Yes

    • @edwardmartinson5247
      @edwardmartinson5247 Před rokem

      ​@@grabbittThanks for the reply!!! I also have another question. I'm having some trouble baking normals, dunno If ask this question.

  • @dkt6408
    @dkt6408 Před 3 lety

    cooool

  • @shawnhollahan590
    @shawnhollahan590 Před 3 lety

    Please put these tuts as one file not 17 - this is how you lose followers, not because you don’t have something to teach me but because overposting a subject I’m not interested in becomes junk in my feed -

    • @lordyrich
      @lordyrich Před 3 lety +20

      i think your in the minority there. shorter vids are easier to follow along

    • @moritzweber5707
      @moritzweber5707 Před 3 lety +4

      For research purposes the shorter vids are better ; not a 3-hour video

    • @hhigh_af
      @hhigh_af Před 3 lety

      u are def in the minority dog. been loving this series. keep it up grant :)

    • @grabbitt
      @grabbitt  Před 3 lety +5

      i do see you point Shawn which is why i am trying to release a few other videos along side this one. also its easier for people to find stuff in shorter well titled videos.