Good Shading WITHOUT Normal Editing in Blender 3D!

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  • Опубліковано 20 сер 2024

КОМЕНТАРІ • 10

  • @octobeanx
    @octobeanx 5 місяців тому +1

    Just found You, your channel is a true hidden gem! Thank you for the great stuff!

  • @kunakaizq
    @kunakaizq 6 місяців тому

    NICE

  • @stresseddude
    @stresseddude 3 місяці тому

    Wonder how to apply a secondary shadow to this? Like shading the eyelids while already shaded or use first shadow in that area when mostly lit

    • @facepalmedev
      @facepalmedev  3 місяці тому

      If I understand what you mean... I think you could bake it into the textures anyway?
      Considering you have two textures if some areas have to always be shaded you can have it the same tone on both of them.
      If you don't mean that, could adjusting the gradient in some way solve the problem?

    • @stresseddude
      @stresseddude 3 місяці тому

      @@facepalmedev You're right.I could involve a third color with ramp

  • @theendisnear2398
    @theendisnear2398 4 місяці тому

    I have an issue with the light direction. the bright part is on the opposite side of the light

    • @theendisnear2398
      @theendisnear2398 4 місяці тому

      nevermind, turns out my lights x rotation was on negative

  • @DearBearDrinkingBeer
    @DearBearDrinkingBeer 6 місяців тому

    This is a good method, but still, if the light moves from top to bottom, then this method will not work, so I’m waiting for a video with setting the normals.

    • @facepalmedev
      @facepalmedev  5 місяців тому

      I already did a video for setting normals
      I didn't set up the X axis there but you can use the same principle I use there to do it with some time and effort. Essentially you're using a UV sphere to assign your planes.
      Problem is it doesn't work well with shapekeys/deformation.