Fix crappy surface shading with Data Transfer!

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  • Опубліковано 17 лис 2024

КОМЕНТАРІ • 41

  • @frozenbacon
    @frozenbacon 19 годин тому +5

    Commenting just to express my appreciation of you actually showing the result before telling people how to do it. So many tutorials don't even do this, makign the viewier wondering why they should even bother to watch the rest of the video.

  • @wheany
    @wheany День тому +10

    You can almost hear a "pop" sound effect when you turn the data transfer operation back on and the wonkiness disappears

  • @timcameron9023
    @timcameron9023 23 години тому +3

    fantastic - adding small details on sub-ds is the bane of my existence

    • @Keilnoth
      @Keilnoth 19 годин тому

      That's why they invented Plasticity. 😅

  • @StudioHoekhuis
    @StudioHoekhuis 16 годин тому +2

    Besides the main topic, I've learned so much on using Blender just by looking at how you handle things. Thanks!

  • @faustoart
    @faustoart 14 годин тому +1

    Fantastic use for the transfer data modifier! Personally I use a similar technique with the shrinkwrap modifier, conceptually is basically the same. But it's always great to learn new techniques

  • @MattproThe
    @MattproThe День тому +5

    The good thing about this method ( i used it in the past) is that you can lock the normals and actually send it to other applications (with modifiers applied, of course) and it'll look as it should, with proper shading, none the less for product modeling if needed i would suggest Subd + Shrinkwrap method as it'll physically project and pull the denser vertex into the actual 3D space location, not being just a "normal trick" lets say. But of course combining these 2 methods, specially for personal or portfolio projects, it's a must, and great thing of both methods is that you can re-model or rework just a section of the model itself, doing it by panels or by parts, by sections.

    • @christopher3d475
      @christopher3d475  17 годин тому +2

      The shrinkwrap method doesn't produce as good a result as the data transfer method. I recorded a followup video to specifically address this point that a number of people have made. ua-cam.com/video/QxOZ5NOrSYA/v-deo.html

    • @MattproThe
      @MattproThe 8 годин тому

      @@christopher3d475 I just saw the video, i appreciate the fact you compared both and made a video about it. None the less as you suggested and as i did on this comment, i still think it is great o know both methods and use them both according to what's needed, in some cases the geometry (vertex pull to projected location) is essential and in some others it's just purely about shading, none the less of course we can also use both on the same detail/paneling mesh to achieve a perfect result. The only thing i'll point out about shrinkwrap method, is that the mesh target should be 1 or up to 2 higher subdivision levels than the final mesh, in order to achieve a proper "pull" of the vertex, nice video tho.

    • @PCPOV
      @PCPOV 7 годин тому

      @@christopher3d475 Is your method also known as Normal Transfer?

  • @user-nc9on4bp2o
    @user-nc9on4bp2o День тому +2

    This tutorial is exceptionally well-done. The demonstrated technique will prove invaluable when we need to make real-time adjustments or implement changes dynamically. Great work!

  • @_casg
    @_casg 20 годин тому +1

    This video my friend, was quite informative. I loved how you tackled intricate issues I also come across, especially with topology, and normal shading artifacts. Thank you for teaching me about the data transfer modifier.

  • @ddmorales
    @ddmorales День тому +1

    Again learned more than I want to admit. Great work!

  • @luispompa827
    @luispompa827 58 хвилин тому

    Once again, you're teaching style is the best!

  • @AyushBakshi
    @AyushBakshi 17 годин тому +1

    I would have used shirkwrap to warp the wonky part on the pristine geometry (after subD)
    This method works too 👌🏻 learned another new thing.

    • @christopher3d475
      @christopher3d475  17 годин тому +1

      I actually recorded a followup video where I comment on using Shrinkwrap, why it's not a replacement for using Data Transfer in this case. ua-cam.com/video/QxOZ5NOrSYA/v-deo.html

    • @AyushBakshi
      @AyushBakshi 6 годин тому

      @@christopher3d475 Nice 🙌

  • @superkaboose1066
    @superkaboose1066 23 години тому +1

    Perfectly shown, it's rare when I'd need this much perfection, but damn is that useful to know!

  • @8darek8
    @8darek8 7 годин тому +1

    😮 thx 👍

  • @3DBlendMix
    @3DBlendMix День тому +1

    Great tutorial

  • @Agent_6039
    @Agent_6039 День тому +2

    Not sure if you made this because of my comment but this is exactly what I was looking for, Thanks!
    (P.s Please cover more Data Transfer tool usage)

  • @fx_node
    @fx_node 21 годину тому +1

    this is great. Thanks.

  • @matslarsson5988
    @matslarsson5988 14 годин тому +1

    I knew of this technique but I have never really tried it out myself. Very useful. But how compatible is this with other software, game engines etc? Or is this just something that works inside of Blender. I learned, I pay.❤

    • @christopher3d475
      @christopher3d475  6 годин тому +1

      If you export a model with this Data Transfer function applied, then exporting the modifier stack is 'flattened' and the normals baked into the exported model. I did a video showing this here: ua-cam.com/video/xfVzcqhBQ00/v-deo.html

    • @matslarsson5988
      @matslarsson5988 5 годин тому

      Ah thanks a lot, I had missed that video of yours. 👍🏻

  • @baguspurnomo5145
    @baguspurnomo5145 19 годин тому +1

    Thanks Man ...Great tutorial ...this will solve my problem

  • @peko1967
    @peko1967 22 години тому +1

    Excellent!

  • @Renzsu
    @Renzsu День тому +2

    Excellent stuff! Could you remove that final bit of kink in the surface by subdividing the mesh one more step before cutting the hole in it? What would the downside be (other than not really having an 'editable' low poly mesh anymore.. but would you make big edits anyways once you get to this stage? Maybe create a duplicate body for the small details and keep the original backed up..).

    • @christopher3d475
      @christopher3d475  День тому +1

      yes, there are any number of other things you can do here. But I didn't want to add anymore complexity to the existing cage.

  • @alim7042
    @alim7042 11 годин тому +1

    Amazing trick but i have a question would this method work if you are modling lets say a gun for a game ?

    • @christopher3d475
      @christopher3d475  6 годин тому

      When you export a model, many export formats apply the modifier stack and 'bake' the normals into it, so this data will transport to other applications. I did a video on it recently. ua-cam.com/video/xfVzcqhBQ00/v-deo.html

    • @alim7042
      @alim7042 5 годин тому

      @@christopher3d475 thank you so much

  •  День тому +1

    That's a wonderful tool! Too bad it can't "transfer data" into other software, learning good topology is still very important

    • @christopher3d475
      @christopher3d475  День тому +2

      Actually it can. If you export this, Blender applies the modifier baking those normals into the mesh. Look back a few videos, I did a tutorial on it. And yes, good topology is always a best first defense, but in situations like this, you're going to spend a lot of time trying to come up with good geometry for such a small localized area.

  • @lonesomealeks4206
    @lonesomealeks4206 День тому +3

    too much work. there has to be a better solution than this modifier madness. Besides, this only fixes the shading, not the shi**y geometry :(

    • @christopher3d475
      @christopher3d475  День тому +6

      Unfortunately with subdivision surfaces you're going to run into situations like this at times. No amount of finagling the geometry is going to get around some things. Besides, this is how NURBS generated meshes get such good shading, they pull shading from the mathematically perfect NURBS data and drop in onto less than perfect derived geometry.

    • @Falkrum7
      @Falkrum7 День тому

      Instead of using Data transfer modifier to fix normals you can use Shrinkwrap modifier to actually fix geometry.

    • @daxramdac7194
      @daxramdac7194 23 години тому

      Just another way of doing things, that's what he's showing us. There might be situations where this technique is overkill and better solutions exist. Or there might be situations where there this is better or faster. It's not that complicated anyway.