Bit late to the party. I had issues with the texture affecting my whole model. I figured out that when I created the second uv map and unwrapped it, it unwrapped the whole model and put the mouth over the top. I had to resize everything but the mouth to tiny size and move it out of the way and everything worked out perfect. Hopefully this saves someone a day of smashing their head against the keyboard.
May I give a suggestion? Instesd of making new Shader, Vertex paint the lips, then use Color Attribute in Shader editing, therefore the textures would blend in perfectly
I ended up giving this a try; I needed to put in the UV map anyway because if I want the wrinkles to flow towards the center of the mouth, it needs the UV map in place. Good idea though
It seems like a good idea, but it's not really working for me. I cannot get the bumpiness from the noise texture to go where I want. The lines spread out from the centre and don't curve up and down like yours do. EDIT: Though it's not too bad if I set the Point Mapping Node to a Y-scale of 0.2 and just leave the Normal Mapping Node at 1.0 scale.
Is there a way to make the black part of the lips transparent instead of a color? I have a skin shader for the rest of the face, and the outer color doesn't blend well with it
you can plug in your skin shader into the mix shader, so instead if the principled node I added at the top you would have your skin shader, if you set up the UV properly like I showed in the video, it should work just fine
When I add the color ramp to the gradient texture the lips stay all black and no amount of adjusting I do can make the white show up. Do you have any idea why?
You might have to double check the Texture Coordinate node. I personally replaced that one with a UV Map node and set the UV coordinates to the second set of UVs. My second set of UVs has the lips' UVs edited and bounded within the texture space while my first set of UVs is the one I use for my entire character.
For some reason it affects the whole face for me when I go into shading and start adding nodes. I dont think I missed any steps. What could be the issue?
That can either be a problem in the way you set up your UV or you applied the lip material onto the whole model instead of just the lips, sorry for the late response
Selected the lip verticies and go to material tab. Add a new material (Top right plus sign) ang then click assign. You'll have two different materials in one object
@@unknown_Humour Cant remember how i did it srry, i tried so many things so i dont know what solved it but i had to redo my lips topology like 3 times, rotate the uv map and that worked
I'm using Blender 3.3 and connecting the "Color" from the (color ramp) to "Fac" in (Mix shader) doesn't spread the texture as in the video but I notice that connecting the "Alpha" instead works.
@@charlycastrillon7394 OKEY, I had the same problem and I found that it can be solved changing your GRADIENT TEXTURE to SPHERICAL :3 omg it was terrible
Bit late to the party. I had issues with the texture affecting my whole model. I figured out that when I created the second uv map and unwrapped it, it unwrapped the whole model and put the mouth over the top. I had to resize everything but the mouth to tiny size and move it out of the way and everything worked out perfect. Hopefully this saves someone a day of smashing their head against the keyboard.
My mans, you commented the words of the gods. Thank you for saving me a wtf crisis moment
I have the textures working but I'm a bit confused, I think I have a seperating material for the uv's..
May I give a suggestion?
Instesd of making new Shader, Vertex paint the lips, then use Color Attribute in Shader editing, therefore the textures would blend in perfectly
I ended up giving this a try; I needed to put in the UV map anyway because if I want the wrinkles to flow towards the center of the mouth, it needs the UV map in place. Good idea though
El mejor método que he visto en Blender. Lo puedo aplicar para lo que sea. ¡Increíble de tu parte! Muchas gracias.
Can you teach us how to do glittery, shiny, shimmery eyeshadow makeup shaders? Thank you for this amazing tutorial!
Love your tutorial bro less nodes and perfectly explain can you explain about skin shader too ?
Levely technique, verrrry goood!
P.S. The lip UV is upside down. That can caus problems if you want to bake normal, AO or lightmaps at some point.
Amazing video thank you !!!
Such an awesome tutorial!!! Thanks!!!
As a biginner I must tell you.
I'm very happy to understand everything. Thank you it was well explain ;) 👍
Very nice
Thanks for the algorithm very nice video
that is what been looking for . amazing
It seems like a good idea, but it's not really working for me. I cannot get the bumpiness from the noise texture to go where I want. The lines spread out from the centre and don't curve up and down like yours do.
EDIT: Though it's not too bad if I set the Point Mapping Node to a Y-scale of 0.2 and just leave the Normal Mapping Node at 1.0 scale.
very amazing. thank you.
beautiful! thank you
this look amazing
Amazing Tut... Thanks for this....!
Is there a way to make the black part of the lips transparent instead of a color? I have a skin shader for the rest of the face, and the outer color doesn't blend well with it
you can plug in your skin shader into the mix shader, so instead if the principled node I added at the top you would have your skin shader, if you set up the UV properly like I showed in the video, it should work just fine
@@spyde3r105 works great with a node group, thank you!
I' m working with blender 3.3 and the color ramp doesn't spread the texture. Does anybody know how to solve that?
When I add the color ramp to the gradient texture the lips stay all black and no amount of adjusting I do can make the white show up. Do you have any idea why?
when i uvunwrap my lip mesh it doesnt looke like yours :( also when I unwrap it some faces turn black and others don't, why? please help I beg u
How do you do this with a texture when there’s animage
Just curious, the initial UV map, what is this from? The whole mesh?
Can this be exported as glb?
thanks for sharing
My shader editor dont want to recognize the scond uv map
You might have to double check the Texture Coordinate node. I personally replaced that one with a UV Map node and set the UV coordinates to the second set of UVs. My second set of UVs has the lips' UVs edited and bounded within the texture space while my first set of UVs is the one I use for my entire character.
For some reason it affects the whole face for me when I go into shading and start adding nodes. I dont think I missed any steps. What could be the issue?
That can either be a problem in the way you set up your UV or you applied the lip material onto the whole model instead of just the lips, sorry for the late response
@@spyde3r105 same, having the same w a really issue
Selected the lip verticies and go to material tab. Add a new material (Top right plus sign) ang then click assign. You'll have two different materials in one object
omg, thank you@@zernanvasharive9270
Nice
when i select all of my lips faces and then try to unwrap not all turn to black, why does this happen?
Same ....
Have you solved it?
@@unknown_Humour Cant remember how i did it srry, i tried so many things so i dont know what solved it but i had to redo my lips topology like 3 times, rotate the uv map and that worked
❤
I'm using Blender 3.3 and connecting the "Color" from the (color ramp) to "Fac" in (Mix shader) doesn't spread the texture as in the video but I notice that connecting the "Alpha" instead works.
It doesn't work for me
@@charlycastrillon7394 OKEY, I had the same problem and I found that it can be solved changing your GRADIENT TEXTURE to SPHERICAL :3 omg it was terrible