I don't get to watch all your videos Ryan, but I am continually so impressed at how prolific you are at releasing Blender content. Not just content, but content that is very informative and well presented. I admire your energy and enthusiasm.
This is really helpful. During school I got to play around with substance painter a lot but my sub ran out and one of my favorite things was how easy it was to make bump and normal maps. And since switching to blender I haven't had a clue on how to do anything like that, so thank you for making such a concise video on those!
I've never really commented on your videos, but I've seen a bunch of them since I started Blender back in January. Great content, you've helped me so much.
I just downloaded the Quixel Brushes with the Standalone Quixel Bridge app (just before Epic Games will shut that down in a few days), and was wondering what those brushes are good for. Now, I know. Your tutorial helped immensely. Thank you!
The good fortune of you literally posting this the day before I searched for it is awesome. And then I had to come back to it again today (a day later) to reference something in the video (your settings). THANKS.
Ryan, awesome tutorial..... you answered a lot of my questions in just one video, I'm a beginner and I wish I came to this video first before I spent so much time watching others !
hey i tried a pumpkin tuto of you lately and i think you could be the new donut, using this style of tuto is a cool manner to teach beginners (i'm not) but if i learned with a tuto like this i would have learn way quicker.
@@RyanKingArt brother can you make next tut on uv mapping because because when i'm trying to doing uv editing in vertax modeling or any any hard object i am facing a lots of issues with them
Why did I never think to do this. I usually procedurally generate my materials 100% of the way through but the one thing I've been needing to start doing is making trim sheets and better bump / normal maps. This might be the perfect solution to that problem I've been looking for.
Thank you! it was very helpful! I hope Blender Devs make a better Texture Painting tools like Substance Painter in Blender! but this one is also very helpful!
Hey, thanks for the video. Btw I had a question. What if I wanted to paint some base colour over the bump created? For example, if I created engravings on a cube, and i wanted to give emphasis to those engravings by painting a slight black, can I do that ?
Thank you so much for the tutorial! One question though, what is the difference between a Bump Map and a Normal Map? And do you have a tutorial where I can learn about Normal Map, Displacement Map, etc? Thanks
A very systematically structured lesson in methodological regard! I think you use notes to help you structure the steps of your lessons - would it be possible to make this notes available somehow? Would be definitely very helpfull!
Yes, I do write out a basic script, or outline, for my tutorials, so that I remember all of the steps and have a structured guide for when I film my videos, but its not really something I think people would find useful. Its super rough, there are miss-spellings, and it just a little script I make for myself for filming.
Ryan i really hope you see this ive been binging your videos for the last few months and i think youre single handly taught me so much texturing and procurdural texturing im hopeing to become good enough to make games at a proper studio
Cool! Blender Guru made a video called: How to make a GREAT Tutorial. The video was made a while back, but the advice he gives still applies today! I'd highly recommend watching it. Here is the link: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-o6o_6R2lbE4.html If you start posting Blender tutorials on your channel, be sure to let me know, and I will check out your videos. Maybe I can give you some more advice then. : )
Awesome tutorial. Just have one random question from a begginer perspective. When I draw the bumps on one side of my selected sides, it inverts to the other side as well. Any idea how to fix this? I tried to selected and deselect the oclude and backface culling options, but it continues to do it anyway.
Thank you very much! But is there any way to "snap" this painting to the grid? For example - if I want to draw two bump points directly at the center of the face... or I just need to use a Photoshop for this? I modelling a window for game asset, and I want to draw screws at some faces. I want to draw them perfectly.
Newbie question... you said you CAN change it from a bump map to a normal map... can you explain why we would want to do that? What benefits are there to doing it?
Well for instance, if your creating a 3d model or 3d asset that your selling, and you want to use the standard color, roughness, and normal maps, then you might want to convert the bump map to normal map. Or maybe you want to use the model in a game engine, or another 3d program, and the other program or game engine only supports normal maps, but not bump maps. In most cases, you can just use a bump map, and it should work totally fine, but there may be some cases where you'd want to convert it to a normal map.
Sculpting is where you actually change the shape and geometry of the object, where as this is just a fake bump. normal maps and bump maps make the object appear bumpy, while keeping the objects topology flat. So its basically fake bump, but it works really well, especially for video games where the models need to be low poly.
Hey I noticed when I paint normals on my model it sill show the edges of the polygon almost looking like I didn’t apply smooth shade even though I did. Do you know if there a way to fix this? Also amazing tutorial btw! It helped understand normals a bit more
oh in the end you mentioned the soften brush, thats great, i just wish there was a setting in the nodes to prvent the jagged edges in the first place, imagine having to soften the edges of a whole model :D
Does the density of vertices on planes matter after applying such normal maps? Will the face with 4 vertices, after applying the thus created normal map, look as if it was made of more density?
No, its a texture, so its different then the objects topology. The topology can be very low, even just a single plane, but the bump texture makes it look like its more detailed.
I have a weird issue: If I set my image node to "non-color" with a starting value of 50% gray like you do here, the 50% gray of the texture displays as ~75% gray on the image editor (like in your vid at 4:00 ). Then, if I use a 50% gray brush, if I paint on the image editor it behaves as expected (the color is unchanged / it "erases" the bump map), but then if I instead paint on the 3d model itself, it paints a value that results in a negative bump on the mesh (which shows up on the image editor as 50% gray). So the brush paints a different color based on whether it's in image editor or 3d view. Is there a way to stop this? If I just use the image in normal linear color mode, it seems to work fine.
HI THERE! i hope you are okay! so i had a few problems wwith painting texture, when i was painting on the surface it was showing it upside down, like i painted up and the painting showed down lol. then iit wasnt showing at all on the 3d view but it was showing on the 2d is frustatinggggggg, thank youuu
Two ways: 1> make the brush size much smaller and set how deep you want the scratches to be, then each brush stroke you make will be one scratch. 2> obtain or make an image of greyscale scratches. load that image in place of the Cloud Noise texture and either use the Anchored option to draw in each scratch image or use the Stencil option to "rub in" the scratch texture.
If you go to the shading section and choose your cube, on the Principal BSDF shader, there are a bunch of values like metallic, roughness etc. You can change it there to have different looks
you can use Control Z, or you can change the brush color back to the default mid grey color, that the texture was originally colored. Change all the RGB values to .5 Then paint with that color.
Open shaders window.. create new image texture.. name it normal and don't connect it to anything.. with your new "normal image selected, go to bake, in the drop down select normals, and click bake. Go to image viewer and save that normal you just baked.. done
It doesn't work for me. I've been trying for 2 days to figure out how to get this to work, but nothing. I don't want to have to buy another program to do this but it looks like I might have to. Why can't blender just work?
watch the part on 3:07 again. You have to set up the bump texture. it has to be perfectly grey because in height map texture black=no changes white= change so if it's grey then it will be in the middle by default so you can draw on it with white or black. also it's important to UV unwrap the object
@timur sokol I did all of that. Whatever was wrong with it, the issue was with another model in the project. I moved it to a new project and it worked fine, for a while.
the problem with this method is that it is impossible to see anything that you are doing on the UV map, and thus impossible to use the advanced features available only in UV map window editing, maybe because it is gray and you are painting with a gray brush? Anyhow this caused me no end of pain trying to figure out and I cannot recommend this tutorial for that reason
@@RyanKingArt That's funny. I started out as a texture artist doing my "Art Therapy" with mostly Substance Painter and missed out on a deep understanding of procedural texturing because I though it slowed down rendering too much and any procedural set with a mix shader couldn't be baked out to game engines which was mostly what I did this stuff for... mods to PC games... Now with learning more about Geonodes and procedural textures I see how I was mostly mistaken... mostly because I don't want to use game engines to render anymore... That being said, until you watch a tutorial from Substance Painter guy, (prior to Adobe buying everything everyone dared create that they didn't create) who's so condescending you want to strangle him, but you don't and he doesn't teach but holds back more than he shows... you haven't lived. I looked to see if I could share a link but to my surprise he ain't there in the Adobe Substance 3D land. Nothing missed, but the burn. Stay safe, and enjoy what you can for as long as you can, because Idt we have as much time as everyone thinks.