can the next tut be about the tricks that are used to render materials like a pro in blender in both Eevee and Cycles?, if there are any tricks for it (Cycles)?, and thnx for the prev tut ❤❤
For anyone wondering, it looks like you need to make all the maps just using the "Bake Base Texture" option, since they're all already made. Awesome tutorial thanks!
I knew you are a hero and should make a tut for us about free textures, thanking you or even cheering won't be enough to appreciate this work but Good Job 👌👌👌
Important question that would help other beginners like myself: Q: What is the main use of xnormals? After you have wrapped the texture map around the face model at 3:31 seconds, couldn't we just continue arranging the uv maps till it wrapped perfectly around the head? I dont understand why we need to use xnormals after when it gives the same texture look at 5:55 seconds ? What happens if we dont use xnormals? Thank you for taking the time to answer this
I think that baking textures can be faster to render and maybe after baking them we can add more detail (I'm not sure but maybe). And Xnormals is faster than blender
in production, when you have dozens of models with same UV`s, but with different shape of one, it`s so useful to have already pre-done "right" textures for all heads that you have. In that way you don't need to rearrange UV`s of each head you are going to texture. Hope it helped :)
Thank you so much ! I’m gonna try this right away. I have a question is it possible to paint after on top of this ? ( like putting some make up ) with blender or armor paint ? Hope can someone answer me Thank you 🙏
Very helpful! Can you create more than one variation with this technique, or will all the heads using this shader look the same (since you’re using just one set of textures)?
So I'm following along using a custom Daz3D character I created. The issue there is that some of these maps you mention are not included. Translucency and Cavity, to be exact, so I swapped in Subsurface Scattering and Bump, respectively. Am I doing it wrong? The results look a lot better than when I started, but not where I would like them to be. Also, how would I darken the skin tone back down? The previous setup I used involved a Hue/Saturation between the Diffuse and Base Color Input, but it doesn't work now. I even tried inserting a Gamma node, but not sure if that's correct either. Not sure if the SS map is impacting this or not. Help?
different daz vendors use different shaders and different maps. its all very confusing and i wish there was a guide or product that could transfer the iray shaders to look as good in cycles
Wouldn't it be easier to make a skin material shader with a mix node using color attributes to blend different skin materials for face, limbs, scalp, palms... etc? Then bake this shader down?
Great video man. I started a discord server for Blender RU-vidrs. we already have several big Blender creators on there. I want to send you the join link, but what is the best way to contact you if you are interested?
Thanks man i enjoy your videos too, that's great, if you could send it to my instagram @pixelicacg or majidred2011@yahoo.com that would be great, thanks
Please when i generate maps in Xnormal, theres a not : Sorry this fbx mesh imported only supports triangle/quad faces and the mesh has a N side face, please triangluate before import
I have crrated a glass shader with imperfection and i wont to extort it for unity but i have no idea that how can i bake glass texture in to a image so that i can use that in unity. Please if you know about this help me
NGL I think if I dropped a tab of acid and peaked while watching this video, I would probably confuse this with Silence of the Lambs. Very interesting video tho!
Add just adds it on top of the other one and washes out the image but overlay actually mixes it (as long as it's on non color) and add the details to the the first normal map, you can test it for yourself on a flat plane to see the difference, there are other more legit way to do the mixing but too many nodes just makes the process complicated for people and i wanted to make the shader as simple as possible.
@@andreasschultze6644 i know there are better ways to mix them but can u tell me what is wrong with overlay tho? when i try mixing it with overlays and changing the factor it mixes it without ruining any details on the first normal map so what's wrong?
@@PixelicaCG i get why you did it like that for the Tutorial. Maybe you could have Said „for an easy and quick way, we use the mix node Set to overlay. For a better working Solution Click my normal map mix video“ :D more Content !!! ;)
yeah it will. But I think he took the shortcut for the sake of the tutorial. It's quite complex to mix Normal maps, but you can built a working nodegroup and save that for future projects.
I don't understand why you're not just adding a new UV channel and doing emit bakes from the edited UV to the target UV's you want right inside blender. You made this way more complicated with xnormal than it needed to be.
in production, when you have dozens of models with same UV`s, but with different shape of one, it`s so useful to have already pre-done "right" textures for all heads that you have. In that way you don't need to rearrange UV`s of each head you are going to texture. Hope it helped :) +xnormal is much faster than blender bake, especially 16k textures