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Blender Tutorial - Creating a Combat Knife Game Asset - Part 3 - Baking Normal Maps 

CG Masters
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In the third part of this step-by-step game modeling series I'll show you how to bake a normal map for the knife using Blender.
Whether you want to use this knife inside Blender or export it for a game engine like Unity or Unreal, I'll show you how to make sure your model and its normal map look right in all other software.
I'll also be showing you the steps for baking the normal map in 32-bit to avoid the color banding that the default 8-bit bakes produce. Then we'll save the normal map as a 16-bit png file. This avoids color banding and gives you high quality normal map files. These files can then be converted to 8-bit in software like photoshop and instead of color banding the final result will have dithering instead, which looks much nicer than the banding.
Stay tuned for more parts in this game modeling series!
Check out part 1 of the series on modeling here:
• Blender Tutorial - Cre...
Check out part 2 on UV unwrapping here:
• Blender Tutorial - Cre...
Download the final blend file here:
www.cgmasters.com/tutorials/k...
Check out the add-on TexTools here(not necessary for the tutorial, but cool stuff):
renderhjs.net/textools/blender/
Check out HDRI Haven for high quality free HDR images:
hdrihaven.com
Check out cgmasters.com for more courses and tutorials.
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9 июн 2018

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Комментарии : 174   
@blengine
@blengine 6 лет назад
Shout out to Aidy Burrows and Martin Turner for helping me sort out some info for this tutorial! -chris
@Zohaib6M
@Zohaib6M 3 года назад
i baked and have issue with the normal map there some yellow colour appearing on my normal map
@blengine
@blengine 3 года назад
@@Zohaib6M Hey send your blend file to me at contact@cgmasters.net and I'll check it out.
@evanstakhom8016
@evanstakhom8016 2 года назад
Hi, can you help me with the texture?my texture looks strange, there is yellow and green color after I bake it, I'm using blender 3.1.2, and I use the same file as yours (knife - part 2 - final blend file) to follow along this video. Thank you..
@blengine
@blengine 2 года назад
​@@evanstakhom8016 It's likely happening because in newer versions of Blender they added a new option in the Baking panel called "Extrusion" which you'll need to increase. It's under the "Selected to Active" panel. This option inflates the low poly mesh so it doesn't overlap the high poly mesh, and you'll need to increase this amount to something low like .001 or .01. Test out the amounts until you're no longer getting those yellow and green colors. Let me know if that works out for you.
@evanstakhom8016
@evanstakhom8016 2 года назад
@@blengine got result look like the 32 bit bake set to default color space, already try to change the extrusion from .001 to 0.100 plus use the non color space on the shader editor. Thanks anyway for replying, I really appreciate it..
@PrashanSubasinghe
@PrashanSubasinghe 6 лет назад
You can always expect quality content from cgmasters!
@kamyarbagheri7647
@kamyarbagheri7647 4 года назад
Best tutorial I've seen ever. Your explantion and use of examples are great and make everything so easier to understand. THANKS!
@vikipretium
@vikipretium 6 лет назад
Thanks for this tutorial. I expected this baking process last week. This is amazing !
@ThraceKelsick
@ThraceKelsick 5 лет назад
This is how all 3d Art tutorials should be. Concise, (but NOT time lapse) focused, and with an eye on teaching you a professional workflow. Thanks a bunch man, I'll be buying your Jeep tutorial next
@blengine
@blengine 5 лет назад
Thanks Thrace, glad you liked it! Ah and the Jeep course has been retired but the Corvette course is still available. -Chris
@pancreasb0y
@pancreasb0y 6 лет назад
Best baking and normals tutorial I haven seen ever, big thanks for your time!
@Moby41
@Moby41 5 лет назад
Awesome tutorial. Thanks a bunch. Quick note to anyone who's normal maps might appear yellow-greenish, make sure you select all the faces of the low poly version and recalculate the normals by hitting CTRL+N.
@danbauge1894
@danbauge1894 4 года назад
Life saver, can't tell how much this has been annoying me😂😂👍. For anyone looking now, the shortcut has changed to shift-n in 2.8
@RaveYoda
@RaveYoda 6 лет назад
The tips about normal map backing are awesome! Thanks for showing how to get things consistent!!
@movescalerotate6715
@movescalerotate6715 4 года назад
I am a new Blender 2.8 user but I also followed along in Maya and got excellent results. Thanks for this amazing series.
@antonpietrusievic1457
@antonpietrusievic1457 5 лет назад
This is probably the most detailed and informative tutorial I've ever seen! And not overextended in time, nothing excessive. Thank you! It's perfect!
@blengine
@blengine 5 лет назад
Thanks Anton! Glad you liked it =) -Chris
@911Thugstyle
@911Thugstyle 5 лет назад
As I started with blender approximate one Year, I watched a hundred tutorials. Yours simply the best. Not one word to much, not one to less, excellent tempo and last but not least very professional works. You're really a master of 3D, Respect!
@alexandreancel6423
@alexandreancel6423 6 лет назад
Really useful Normal Maps baking informations and tips, thanks !
@haroldw2823
@haroldw2823 5 лет назад
DUDE that was Brilliant, Ive always struggled with baking. You made it seem so easy, cheers for that
@modelleicher
@modelleicher 4 года назад
Great tutorial, you explained the cause of a lot of issues I had with my normal maps :)
@noirwolfcreations8827
@noirwolfcreations8827 6 лет назад
and this is why i waited for this tutorial..i use Unreal engine and that +Y was wreaking my normal maps hard..thank you so much it was awesome and i also learned about that 32 bit color depth info it was very useful
@blengine
@blengine 6 лет назад
Glad to help! Oh and someone on Twitter also let me know that you can flip the green channel of normal maps in UE, so no need to re-bake normal maps you might have already made : twitter.com/MarcClintDion/status/1005995546748702720 -chris
@noirwolfcreations8827
@noirwolfcreations8827 6 лет назад
awesomeee
@tumankito7776
@tumankito7776 3 года назад
What a great tutorial series. I really love it! Thanks for this amazing content :D
@MadDev_
@MadDev_ 4 года назад
thank you brooo for sharing your knowledge about blender, I'm really enjoying it!
@321357w
@321357w 5 лет назад
Great tutorial and learned something new ref 32 bit, thanks.
@3dmetrius
@3dmetrius 2 года назад
Watching your videos in 2021 and v.2.93 and they work great! Thank you so much, CG Masters!
@GamerFrenzyBlog
@GamerFrenzyBlog 5 лет назад
Amazing tutorials! I subbed and I'm looking forward to more game asset videos!
@bubbabruh2033
@bubbabruh2033 4 года назад
Always love my Baked Lights
@jenovaizquierdo
@jenovaizquierdo 6 лет назад
Just awesome, awesome.
6 лет назад
hello bro ,can you please check my channel ? there is some simple but cool animations i made using blender
@franzpropp2845
@franzpropp2845 5 лет назад
ur lessons are awesome. need more!!!!!
@whynot-vq2ly
@whynot-vq2ly 5 лет назад
baking is one of the most complicated tasks in blender, not hard but "annoying" a little (you know what I mean :D) so making tutorials on baking is worth ONE big piece of "Thank you"
@bluelightningstudios3045
@bluelightningstudios3045 6 лет назад
Great tutorial !
@tris0913
@tris0913 5 лет назад
Extremely helpful!
@jeremyowen1
@jeremyowen1 3 года назад
Absolutely incredible how indepth this tutorial was. I can't possibly explain how hard it is to find reliable examples of the full process. I'll definitely be checking out your website in the future. This worked with minor tweaks in Blender 2.9. Well, at least up until the normal map baking part. It seems they removed the baking tab from the renderer options along with Cycles. I've spent the past hour just trying to find the bake settings with no luck. Somehow they made it less user friendly in this update. Even their own documentation seems out of date. Either that or I'm just a clueless moron. I'll move on to the next part and see if I can get the normals to bake in SubstancePainter. Again, thanks a ton for this. I know its an older video, but damn was it helpful.
@blengine
@blengine 3 года назад
Glad you liked it! I was glad I made this one, and may redo it for 2.9, because in doing a little research for some of the info involved I was pretty surprised at the lack of clear information on a few of the topics involved. So it's something I'd like to keep updated. As for the baking tab, I double checked in 2.9 and the baking tab still seems like it's in the same place. In the Render Properties I have the Render Engine set to Cycles, and then near the bottom of the options is a panel for "Bake". -Chris
@sdrawkcabdaernacuoy
@sdrawkcabdaernacuoy 6 лет назад
Thanks for this great tutorial! I own the same KA-BAR knife and it is very cool to compare my 3D creation with the real thing. I've learned several things about modeling in this series that I'm sure to continue to use in the future. I was hoping to include the text stamped on the knife and I think I will try adding that on my own.
@blengine
@blengine 6 лет назад
Awesome! It's a great knife that I've wanted to model for a while. I'll be including the stamps on the knife but that will actually be done with bump maps when we go to texture this. -chris
@DevKumar-pj9ep
@DevKumar-pj9ep 3 года назад
This is some really gr8 content... Thnqqqq so much...for makin ds tutorial :)
@MrDrimakus
@MrDrimakus 6 лет назад
Nice and sharp tutorial. Like a knife! And yes, texture it in SP, please ^^
@lukabelosevic1501
@lukabelosevic1501 6 лет назад
NIce series cant wait for substance painter tutroial :D
6 лет назад
awesome !
@topkek7049
@topkek7049 6 лет назад
Good stuff, thx for showing baking normals in blender, now i know why they always came off so wrong
@hummuschan6097
@hummuschan6097 4 месяца назад
God bless u the best tutorial i found it helps me so much
@ali-topuz
@ali-topuz 5 лет назад
Thank you so very very much for this tutorial. I learned too thing :)
@carlholdenart9330
@carlholdenart9330 5 лет назад
Small note: If using the Nvidia 2000 GPU's switch your render device over to CPU - Blender cyles currently doesn't have the Nvidia Kernals - I was getting weird results until I noticed the error. Thank you for the tutorials very helpful.
@ordanicu3305
@ordanicu3305 6 лет назад
A really good tutorial for game assets, I watched every second of this whole knife tutorial (unfortunately just watched since i'm not at home to model it myself). Nonetheless, I can't wait to give it a try ! P.S. I was so hyped for Substance Painter texturing video, sadly no video...
@blengine
@blengine 6 лет назад
The texturing part is coming soon, hopefully this weekend. I'm still pretty new to substance painter so I'm taking my time learning a bit more first. -chris
@sleepingburger4254
@sleepingburger4254 6 лет назад
Thanks
@aladinrhouma1599
@aladinrhouma1599 4 года назад
nice video
@khayakunene1656
@khayakunene1656 6 лет назад
Hi CG Masters, I like the tutorials you guys make..(they are clear and easy to follow). if possible may you PLEASE make "ARMORY GAME engine" Tutorial videos...:). for example Environmental terrains or cities or towns...etc.
@blengine
@blengine 6 лет назад
We'll definitely be diving more into game engines this year. I'm really interested in Armory and potential plans of further integration into Blender 2.8. I'll wait on that news to figure out what I'm going to do. Lee just started a Unity series though if you were interested in that. -chris
@ganapathym3664
@ganapathym3664 6 лет назад
Pretty sweet knife 11:08
@Faceglitch
@Faceglitch 5 лет назад
At 4:33 You can also click on the Image Icon next to the texture name in the UV Image editor and drag'n drop it into the node Editor ;)
@damiancieslicki4038
@damiancieslicki4038 6 лет назад
Great tutorial, I've watched it from a to z, and I have a question - why didn't you bake normal map straight in Substance Painter? Cheers!
@blengine
@blengine 6 лет назад
Thanks! And I baked in Blender for a couple reasons. One was to just show the process for anyone that doesn't use Substance Painter, because getting a good normal map in Blender can be a little tricky with 32 bit baking to avoid color banding, and knowing which Y direction to use for baking for different game engines and all. Secondly I actually thought I'd end up using the normal map in substance painter but that wasn't the case, whoops. The normal map from blender produced some faint triangulationlines in the curvature map in substance and I'm still unsure why, so I just re-baked in substance. -chris
@damiancieslicki4038
@damiancieslicki4038 6 лет назад
Yeah I see, sorry I actually didn't watch last video so I preassumed you gonna use normal map baked in Blender.. I thought baking in Blender for Substance have some pros, that's why I asked. Although thanks for sharing info about baking in Blender, might become helpful.
@Wheelygonzales
@Wheelygonzales 6 лет назад
Great video, as always! I've been struggling with normal maps in Blender for some time now, so this is a big help. I use to use Max with TexTools and I really liked it, but since I switched to Blender, I have missed it. Glad to see it in Blender as well! Is this a reupload?
@blengine
@blengine 6 лет назад
Yep had to change something real quick and re-up. -chris
@blengine
@blengine 6 лет назад
TexTools actually looked amazing, and I almost used it for this tutorial but I wanted to play with it a little more first. Glad you liked the video btw =) -c
@Wheelygonzales
@Wheelygonzales 6 лет назад
CG Masters If you're still trying to figure out how to use it, I'd recommend this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-y_1ql8yH2Ow.html It's a little old and it's a MAX video, but it should show you how to use TexTools.
@santiagoluib3
@santiagoluib3 2 года назад
Hi. This series is really very helpful for beginners like me. Thank you so much. Just a question, do you also need to triangulate the high poly copies of the meshes before importing them in Substance painter? I mean, should both low-poly and high-poly be triangulated for use in Substance? Thanks again.
@blengine
@blengine 2 года назад
That's a very good question. Triangulation matters a lot with the low poly version because we're baking a normal map onto it, and how this normal map is baked depends on exactly how the mesh gets triangulated during the baking process. The normal map will look different depending on how the mesh is triangulated. So that's why it's important to manually triangulate the low poly mesh in Blender first, we want to make sure that the normal map we bake always lines up perfectly with the low poly mesh. Since different software will triangulate the mesh differently, if we don't triangulate the low poly mesh first, we could end up with a triangulated mesh in other software that no longer matches up with the normal map we baked. So triangulating things manually in Blender before baking will ensure that the normal map will always line up with the mesh no matter what software we export it to. That was just a refresher that leads us to whether or not the high poly mesh needs to be manually triangulated too. The answer is no. The high poly mesh is used solely for the one-time baking process so we don't need to make sure it looks the same in all different software. We just need to make sure that the normal map we bake from the high poly mesh lines up with the triangles of the low poly mesh. So only the low poly mesh needs to be triangulated so that its topology is always the same in all software. This makes sure the normal map will always look the same on its surface. Let me know if that clears things up!
@santiagoluib3
@santiagoluib3 2 года назад
@@blengine Very clearly explained, thank you.
@remon563
@remon563 4 года назад
great video but im really confused about this; at 1:58 you use "Smooth Shading" which gives 1 smoothing group to all your model. You should have split edges on every "hard edge" no? if so, how would you do this? I tried dozens of different methods/export options but my bakes inside of Substance Painter keep having seams. this is the part about Blender that is incredibely confusing and I hope you can help me clear this up!
@mhdawskamel311
@mhdawskamel311 4 года назад
Amazing tutorial, i usually have troubles with edge bleeds when baking, do you know how to solve them?
@blengine
@blengine 4 года назад
Are these bleeds on the actual map that's baked, or do you mean you're seeing bleeding along seams on the model after applying a map? If you could send a model with a baked map that has the issues I could check it out. You can send it to contact@cgmasters.net. -Chris
@ArtemM3D
@ArtemM3D 6 лет назад
Useful information on baking normal maps: It's a bad practice for hard-surface assets to smooth out the entire low-poly (i.e. to have 1 smoothing group). As it may seen in tutorial normal map has quite extreme shading in several places because of that. In this case (when 4k normal map applied) it is not a problem, but with lower resolution normal map low-poly is likely to have nasty artifacts. Tangent space should also be considered, as it varies between applications. For more info check out these articles on important things to keep in mind when baking normal maps: 1) www.marmoset.co/posts/toolbag-baking-tutorial/ (Best Results section!) ; 2) www.pluralsight.com/blog/tutorials/tips-creating-perfect-normal-maps-every-time
@blengine
@blengine 6 лет назад
Awesome thanks for the extra info and links! -chris
@Dopaminini
@Dopaminini 6 лет назад
Coming over from 3dsmax we had textools which allowed us to smooth the LP from its uv islands. Not sure if there's a viable alternative here but that's a quick way of doing it
@thomasbuchmann6154
@thomasbuchmann6154 6 лет назад
Quite recently the same developer of TexTools who created it for 3dsmax released TexTools for Blender too (for free!!!). Yesterday version 1.3.0 has been released. Take a look at renderhjs.net/textools/blender/. Chris did also mention it in his video and added a link in the description ;-)
@tsnjns
@tsnjns 5 лет назад
I have this artifacts-problem, and no idea how to fix it. Could someone please help meto solve it? Here you can see the screenshot: oi63.tinypic.com/2vbajjl.jpg
@AdamJanz3D
@AdamJanz3D Год назад
Thank you Chris for the excellent detailed tutorial! And thank you Artem for sharing those helpful links! That Marmoset link was golden -- so much incredible baking info in there! I finally discovered the artifact I was experiencing: "Normal Map Skew" (very noticeable when baking bolts, nuts, screws, etc). Warren Marshall has an incredible video on how to fix this (using MODO, but it works the same in Blender). The gist is basically running loop cuts anywhere the vertex normals are starting to bend away from perpendicular (in my case, I needed both horizontal and vertical loops running through the center where the bolts would be baked to ensure I would get a "flat" result). 😄
@bahaatamer1245
@bahaatamer1245 4 года назад
Regarding making links and adding modifiers, how does blender know which one to copy the modifiers from? For example, if the lower part of the knife had different modifiers and the top one had a different set and you wanted to link their modifiers, what does blender do?
@blengine
@blengine 4 года назад
Sorry this wasn't more clear, but when copying modifiers from one object to another, Blender will copy modifiers from the Active Selection, which is the selection with a brighter highlighted outline (usually the last object selected but not always). That object's modifiers will get copied to all the other selected objects. -Chris
@JuzekBanan
@JuzekBanan 6 лет назад
Great tutorial! Maybe you can show workflow with Textools as well?
@blengine
@blengine 6 лет назад
I might be putting together a broad normal map baking video where I'll definitely include using TexTools. -chris
@JuzekBanan
@JuzekBanan 6 лет назад
Well that would be awesome! Looking forward to this
@damaryusuf1624
@damaryusuf1624 4 года назад
Hi Chris! I'd done this work (combat knife game asset) from part 1 up to this point, but by using my own knife model (karambit), and I have several thought here. So, the basic idea of this work is that by using normal map, we are about to manipulate the way the light reacts to the mesh surface so that the low poly meshes look like if they're in high poly, right? When I apply the normal map product of these steps to my model, the low poly model looks nice at the surface. But, when it comes to the silhouette I can still see the jagged(?) edge of the low poly instead of smooth curve. Am I doing right at the point? Or may I miss something? I use blender 2.8 btw, and the silhouette by my mean is that the thick orange line surrounding the model when picked (in 2.79 the line is thinner I think, cmiiw). I hope you can help me clear up things. Cheers.
@choo_choo_
@choo_choo_ 4 года назад
The reason you're seeing the low poly silhouette is because the model is still low poly. This is correct, and nothing is wrong. The idea of normal baking is to bake things like bevel detail and other height information into the TEXTURE of an object. This doesn't modify geometry at all. So you can have a low poly object, but have smooth edges and stuff like a high poly object. Obviously this effect breaks when you move in close enough to count polys, but that tradeoff is worth it for the added detail essentially added for free.
@Dailylyrics26
@Dailylyrics26 Год назад
Hi, i am trying to bake but the images comes out as just pink color with no knife print or anything, i have tried everything i can think of but nothing works, is there like something different in baking in new blender version, i use blender 3.4
@shamanik1320
@shamanik1320 6 лет назад
Wee! Part 3 is up! Is there another way to get anti-aliasing in normal maps without shrinking it later? Will textools do that? Or is only way to make 2 or 4 times your wanted size?
@blengine
@blengine 6 лет назад
Yep textools does have the option for that. I think it essentially does the same thing and renders it larger and shrinks it. It does it all for you. I considered using that for this tutorial but wanted to learn more about it first. -chris
@franzpropp2845
@franzpropp2845 5 лет назад
I did 2 times exactly as in the video lessons, but I can not get this baking...have some artefacts. did you change something without a video?
@miroslav513
@miroslav513 6 лет назад
Please continue these series with multiple objects! I'm learning so much by following along. PS: I got a question , When i try to import the knife into substance painter it keeps telling me "[Paint editor] Invalid scene, mesh 'Plane' has no UV coordinates" What should I do?
@blengine
@blengine 6 лет назад
Which one of your objects is named Plane? Double check to make sure that's UV unwrapped. If that's a random object that's not part of the knife, then you might've forgotten to check "selected objects" when you exported the knife from Blender. If that's unchecked then Blender will export all the objects in your scene. Hopefully that helps. -chris
@miroslav513
@miroslav513 6 лет назад
Thank you for the quick response and YES, that was the issue! It didn't even cross my mind about that - i feel so stupid now lol. Can't wait to texture this and maybe show you my results? :D
@miroslav513
@miroslav513 6 лет назад
Also : When I add any texture it does this to the blade: i.gyazo.com/f8528cdc27e3742b187be0b7fd04c04b.png Looks like there might of been some stretching? hmm
@blengine
@blengine 6 лет назад
Haha no worries, important options have a tendency to get lost and overlooked in the crowd of buttons in Blender... For the texture, when you imported the model, did you make sure to set the option to OpenGL instead of DirectX? We baked the normal map specifically for OpenGL so you'll need to make sure that's what substance painter is using for your new file. I'll be going over this stuff in the next chapter. -c
@miroslav513
@miroslav513 6 лет назад
You're actually a god! Thanks again - Here's some of the results of me texturing it around and messing about :P What do you think? imgur.com/a/a3Tov5H
@arteria-circumflexa6527
@arteria-circumflexa6527 2 года назад
Hey! Thank you very much for the tutorials, they helped me a lot. But could you help me, on my normal map when baking, the knife handle is displayed in yellow and in render mode when the card is connected the handle is black. What does it mean?
@blengine
@blengine 2 года назад
Hey, send your blend file over to me at contact@cgmasters.net and I'll check it out.
@arteria-circumflexa6527
@arteria-circumflexa6527 2 года назад
@@blengine This is a great honor for me. Thank you, I will send you. But I will be sincerely sorry if the error is on the surface, but I spent a lot of time solving the problem and nothing helped. I changed the length of the beam, altered the sweep, and at least something.
@arteria-circumflexa6527
@arteria-circumflexa6527 2 года назад
@@blengine It seems to have worked out. I'm a fool. It's just that the normals were turned out on one part of the mesh. I learned about face orientation and it helped me.
@programmingtacticalcode7968
@programmingtacticalcode7968 4 года назад
CG Masters:When you was select first high poly and then select low poly which will be baked Low or High?both?Pls answer me!
@blengine
@blengine 4 года назад
The bake option we use is called "Selected to Active", this means that anything selected will be baked onto the Active Selection, which is the last object that's selected. So in this case, the low poly object is selected last so it's the Active Selection which means the other selected high poly object will bake onto the low poly object. -Chris
@dailytact1370
@dailytact1370 Год назад
My bakes did not come out nearly as clean, but I suspect it might be slight issues with the geometry here and there, I over-worked it a bit so I suspect that some straight lines aren't as straight as they should be and so on. Tweaking the HP mesh to much compared to the LP will cause issues as well.
@blengine
@blengine Год назад
If there's anything you wanted me to take a look at, you can send the blend to me at chris.cgmasters@gmail.com and I'll check it out.
@Dailylyrics26
@Dailylyrics26 Год назад
so i did the baking process it worked once and now it does not work anymore but the image came out same as your thumbnail, so is that good enough
@blengine
@blengine Год назад
Hey, if you're having trouble with it still you can email me the blend at chris.cgmasters@gmail.com and I'll check it out.
@m3t4llic69
@m3t4llic69 3 года назад
Great tutorial, but @6:20 I am getting weird green and yellow shades unfortunately and can't seem to find the issue to fix.
@blengine
@blengine 3 года назад
Sorry for the late reply! In newer versions of Blender there's an "Extrusion" option in the baking options. Turn this up to .01 and let me know if that helps. This option kind of bubbles out the mesh when baking so it's not perfectly overlapping the other mesh. I don't know why this is necessary now but it's an easy fix luckily.
@rlcewithmeat1172
@rlcewithmeat1172 3 года назад
​@@blengine omg, thank you so much! The fact that you still replying to all questions after almost 3 years is just insane. I'm thankful, really
@blengine
@blengine 3 года назад
@@rlcewithmeat1172 No problem!
@romanv7919
@romanv7919 3 года назад
Hi man! Great tutorials! I am the new guy on the block, and my normal map actually looks like a weird piece of crap - A lot of kinda stretched yellow-greenish places (So i have several questions to have some understanding on the process) 1) We used TRIAUNGULATE Modifier for the LOW POLY model, but we didn't apply it? Is it ok? We don't have too? 2) I have missed the moment about the HIGH POLY models. As i remember it was a lot of modifiers there. Do we apply them or not? Does it affect on OUTPUT result or not? 3) We didn't do UV Unwrapping after adding TRIAUNGULATE Modifier. Does UV map affects to Normal map? 4) Do we have to use SMOOTH SHADING for LOW POLY model? As i have read in the comments, it can give us a bad results. Correct? 5) Could we Join the objects in one model and do one step baking? As i remember in PARTII you had joined them for UV Unwrapping
@blengine
@blengine 3 года назад
Hey Roman, yes modifiers are automatically applied when you export your low poly model, so you don't need to apply the triangulate modifier in order to have that effect on your exported model. For high poly models, we don't need to apply their modifiers either. We're using high poly models for baking, and baking is basically the same as rendering, so the modifiers are automatically applied at the time of baking. So they don't need to be manually applied. UV Unwrapping after adding a triangulate modifier won't be any different. When you have a triangulate modifier, then at the time of rendering the modifier is applied and it will split all quads on your mesh (and on your UV Map) into triangles. And because a quad can be split into triangles in two different directions, this does affect how normals are baked to the UV Map. That's why it's important to explicitly triangulate your mesh in Blender. All quads are triangulated at render time anyway, but if you don't triangulate things on your own, then Blender will automatically triangulate your mesh at render time in its own default way. So the normals will be baked based on this default triangulation. Then when you export your un-triangulated mesh to other software like a game engine, that software might have a different default way of triangulating your mesh. The problem is that the normal map you baked in Blender was based on Blender's triangulation, so now that normal map won't look right in the other software which triangulates the mesh differently. For a simpler model like this, smooth shading works perfectly, but more complex models could benefit from something called "smoothing groups" which you can look into. You can indeed join all objects together for a single bake. But this can result in the normals overlapping. If you join the objects together, the software doesn't really know that the handle should be a separate piece, it treats the whole knife as one piece, so you could end up with parts of the handle guard baking onto the top of the handle since they intersect each other. It can get messy. I think there are ways to handle this, like maybe with something called "baking cages", but baking individual pieces is an easy way to get clean results. In Substance Painter you have the convenient option to explode bake like we do in the tutorial. It'll take each separate mesh and bake it separately. I'm not sure if Blender has anything like that or if it has an add-on that can achieve this. Baking is not something I do a ton of. Good luck figuring things out more! It's a complex subject and can be hard to find specific answers for. I remember making this tutorial was a pain because there were a lot of questions I had that I had to really dig for and experiment with so I could share that info in the tutorial. -Chris
@romanv7919
@romanv7919 3 года назад
@@blengine Thanks, mate! Nice to hear you also have some difficulties) Watching your tutorials, i thought you are blender god😄 So, any tuts open some new horizons to study. Like endless game. But, Chris, back to this damn normal map. I have checked everything. Normals face correct way, Scale is 1. UV MAP is correct - there is no stretch, solid blue. High poly model is not disaster, looks smooth. Image texture was baking as non color. What can be a reason. There is only a small difference when i change the margins. But not significant. Any idea?
@blengine
@blengine 3 года назад
Could be a couple things, send the blend file over to me at contact@cgmasters.net and I'll check it out.
@solidusseal
@solidusseal 5 лет назад
Hi, When I put the knife in Rendered view only the blade will have the 'mirror' as shown @ 10:40 . Both handguard and the handfripthingy still have the 'diffuse' look on it.. Both items have the same material node and both showed up in the Baked image .
@solidusseal
@solidusseal 5 лет назад
NVM . For some reason those objects had more then 1 material o0
@blengine
@blengine 5 лет назад
@@solidusseal Cool I'm glad you figured things out -Chris
@greyvirus444
@greyvirus444 5 лет назад
FIRST OF ALL - THANK YOU! I finally made an object with less then 200k tris lol Now, this is what has to be done to all the object and game assets? And how do I bake it - so it has all the textures on it, ready for export as a fully ready 3D objects, so there is no need to add maps and textures manually?
@blengine
@blengine 5 лет назад
Yeah this is the basic process for game assets. I don't really understand your question though. This tutorial and the next one go over baking normal maps in both blender and substance painter and after the next tutorial you'll have a completed knife with all texture maps.
@greyvirus444
@greyvirus444 5 лет назад
@@blengine Yes, I've just seen it. I meant to say baking the textures to the object so when you open it in a game engine it already has all the textures on it, so it looks like it does when it's rendered with no extra manipulations. I've seen it a few times when I was working in Unity.
@jorijndg
@jorijndg 5 лет назад
You should always mark edges that are seams as sharp, and keep all other edges smooth (autosmooth 180 degrees), that will result in the best quality normal bakes. Here's a thread about it: polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts
@blengine
@blengine 5 лет назад
Not always, like in this simpler model the normal bake was perfect and no extra steps were needed to get it that way. Thanks for sharing the link though, I'm sure it's handy for those that want to dive more into normal baking. -Chris
@2herzog
@2herzog 3 года назад
my normal map has some green yellow areas what I might have done wrong ? stretched UV?I did everything as shown
@blengine
@blengine 3 года назад
If you're using a newer version of blender, in the Baking properties try increasing the Extrusion value to .01 or .1 and see if that works. If not send your blend file over to me at contact@cgmasters.net.
@2herzog
@2herzog 3 года назад
@@blengine hi thanks for help, ill try it, I tried to scale the highpoly down so it doesnt touch the low poly, its probably not a correct way to do it but the normal map came out pretty decent, and finally i managed to follow the tutorial to the end and baked all maps in substance painter. Thanks for this series, my knife looks a bit different but still I like how it presents itself
@barryhindmarsh4007
@barryhindmarsh4007 3 года назад
Not sure if you still respond to old videos but I'm getting some weird green and yellows in my normal map?
@blengine
@blengine 3 года назад
Hey, send the blend file over to me at contact@cgmasters.net and I'll check it out later today.
@m3t4llic69
@m3t4llic69 3 года назад
Same here, did you find what's causing it?
@chrissem5200
@chrissem5200 2 года назад
Hi Chris. Do I need a light to bake because anything I bake is dark and if I put HDRI on it looks wierd.
@blengine
@blengine 2 года назад
It depends what you're baking. If you're doing a Combined bake or another bake option that might logically need some light, then it'll require lighting. If you're following along with this tutorial and just baking Normals then no lights are needed.
@chrissem5200
@chrissem5200 2 года назад
@@blengine what if Im baking the textures, like if I was going to make the metal material of the blade myself and bake it why would it bake a black silhouette and what method of baking do I need to use e.g combined, diffuse.
@blengine
@blengine 2 года назад
@@chrissem5200 Baking is honestly something I'm not that familiar with. I do plan on creating a series of tutorials just on baking soon, but at the moment the knife tutorial is the extent of my knowledge on things. You might have some luck posting your blend file on blenderartists.org though, their help section is pretty good.
@chrissem5200
@chrissem5200 2 года назад
@@blengine thank you.
@ethanfoster367
@ethanfoster367 6 лет назад
Chris, when I bake the normal map for the blade of the knife, I have set the color space to non-color, but every time I save the image it switches the color mode to sRGB and saves image the same way so the normal map looks like the 32 bit bake set to default color space. Any idea why that is happening?
@blengine
@blengine 6 лет назад
Ah I think I found the problem. Are you saving it as an 8bit .png from Blender, or as a .jpeg? Saving a 32 bit bake as either of those will apparently change the color. I didn't think of that when doing this tutorial, and just assumed the colors would be consistent. But looks like if you bake 32 bit, you actually have to save as 16-bit and no lower. Let me know if that was the issue, else I'll have to do more digging. -chris
@ethanfoster367
@ethanfoster367 6 лет назад
Sorry Chris. You were right. In the Output settings in the Render tab it was set to 8bit instead of 16 bit. My bad.
@blengine
@blengine 6 лет назад
Oh good =)
@chrissem5200
@chrissem5200 2 года назад
Hi. Do you know why my normal map have some blury spots in it and why it has a blury streched outline which isnt a part of the texture map.
@blengine
@blengine 2 года назад
Hey, send your knife file over and I'll check it out.
@chrissem5200
@chrissem5200 2 года назад
@@blengine Its not knife file this time. this time im doing my own model but I remember you were baking in substance so I baked it in substance and it turned out better.
@user-lf1mq1wr7t
@user-lf1mq1wr7t 6 лет назад
Why you didn't bake using cage ? I mean it's really hard to get clean bake for hardsurface without cage
@blengine
@blengine 6 лет назад
I'll have to look into cage baking, haven't used it before. It wasn't necessary for the knife though as the knife's rather simple and baked just fine. -chris
@marlonacevedo7521
@marlonacevedo7521 5 лет назад
Hi Chris, I set all things just like you and my baking was weird. Colours arent smooth and there are lots of coloured shapes overlaping. Help !!
@blengine
@blengine 5 лет назад
Hey, does your model have any doubles by any chance? Check for that and if all else fails send the blend to me at contact@cgmasters.net and I'll check it out. -Chris
@marlonacevedo7521
@marlonacevedo7521 5 лет назад
Solved it :) for some reason the high poly mesh was rotated. Thanks anyway, I love your tutorials.
@blengine
@blengine 5 лет назад
Awesome good to hear
@aminebenrejeb7523
@aminebenrejeb7523 8 месяцев назад
I thought you joined the meshes together into a single mesh in the previous video? why are they seperated again... I don't know what to do or what happened
@blengine
@blengine 8 месяцев назад
At 8:00 in the last video I separate all the meshes again. I only joined them together to UV unwrap them together, then I separate them at the end of the video. As a side note, these days you can just go into edit mode of multiple objects at the same time so no joining is necessary anymore.
@aminebenrejeb7523
@aminebenrejeb7523 7 месяцев назад
@@blengine thank you very much
@chrissem5200
@chrissem5200 3 года назад
Why is my Normal map have little darker spots on the blade edge
@blengine
@blengine 3 года назад
You can send your blend file and normal maps to me at contact@cgmasters.net and I'll check it out. -Chris
@programmingtacticalcode7968
@programmingtacticalcode7968 8 месяцев назад
accurate process of baking normal map, should be looks like this? 1:Only Correct way for OpenGL: Entire Positive Vector:+X,+Y,+Z; 2:Only Correct way for DirectX: Entire Negative Vector:-X,-Y,-Z;
@blengine
@blengine 8 месяцев назад
Direct X would be +X,-Y,+Z, with just the Y axis being inverted. It's been a long time since I worked with normal maps in other software though, so you might want to double check things elsewhere to make sure that's still how it is.
@chrissem5200
@chrissem5200 2 года назад
Hi. Why is my Normal map green and orange?
@blengine
@blengine 2 года назад
Hey, email your knife file over to me and I'll check it out.
@chrissem5200
@chrissem5200 2 года назад
@@blengine Thanks. I just figured out that there were some flipped normals in the place and it didnt override the other baked texture when I was baking so I had to create a new window to bake texture on.
@nirabhradas6375
@nirabhradas6375 6 лет назад
Hi I'm following all the instructions here but after setting the metallic to 1 and roughness to zero, My sample render looks like this drive.google.com/open?id=1jSGhH6vSOJc90-GmuR89armXMC05Jfpa. Any Help please?
@blengine
@blengine 6 лет назад
Hey looks like you just added in a Normal node instead of a Normal Map node. Just switch that and you should be good to go. -chris
@nirabhradas6375
@nirabhradas6375 6 лет назад
Ooookay..... i'm such a noob!!!!! :( :(. One and a half year with blender and I'm still making rookie mistakes. :'( :'( Thank You So Much.
@blengine
@blengine 6 лет назад
haha don't sweat it. I've been using Blender for 15 years and once in a while still come across something simple I should've known about and just end up smacking my head. There's so many tools and options, it's just one of those things that you never stop learning. Hope your knife's coming out good, I can say that the silhouette looks nice =)
@nirabhradas6375
@nirabhradas6375 6 лет назад
Hi Chris. This is the final render before using the substance painter. drive.google.com/open?id=1g7L1i2CJM6Wle5kYKuUAPUxSAsq08InL
@blengine
@blengine 6 лет назад
Nice the model looks perfect!
@tsnjns
@tsnjns 5 лет назад
thank you for this tutorial! learned the most of blender with yours. I tried this tutorial with the new 2.8 beta. every thing was fine until normal baking. I have an artifacts-problem, and no idea how to fix it. The baking ends up with wired artifacts. Could someone please help me to solve this issue? I took a screenshot of the artifacts: oi63.tinypic.com/2vbajjl.jpg
@ganapathym3664
@ganapathym3664 6 лет назад
Chris, why don't you consider Gimp rather photoshop. I suffered a lot and not able complete your past ball tutorial because i cant able to use gimp to color the uv image map as you did with Photoshop. Gimp is universal for anyone with any OS but photoshop is not so.
@blengine
@blengine 6 лет назад
I've been trying not to use photoshop for any tutorials for a while, and basically just procedural texturing in Blender whenever possible. I have used gimp before, so if need to use image editing software in the future I'll definitely consider it. Or maybe even krita. -c
@ganapathym3664
@ganapathym3664 6 лет назад
Thank you for your consideration
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