Normal Maps & Baking Textures in Blender 2.6x

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  • Опубліковано 1 жов 2024
  • Original post at blendtuts.com: blendtuts.com/n...

КОМЕНТАРІ • 301

  • @MasonMenzies
    @MasonMenzies 10 років тому +8

    your English is very impressive! keep it up love the tuts.

  • @timomenz6901
    @timomenz6901 3 роки тому +1

    Thank you sooo much!🙏🏽 I finally understand Normal maps and how cool they actually are! ;-)
    great vid, keep up the good work! you’ve earned a sub!

  • @northwinder
    @northwinder 10 років тому +4

    you have no idea how many hours o have spend searching for exactly your tutorial.Not only I did l learnt what i need , i also really enjoyed it.Subed and favored OFFCURSE! Keep it up !

    • @OliverVillar
      @OliverVillar  10 років тому +1

      Thank you, Northwinder! I'm glad you found it useful! :D

  • @OliverVillar
    @OliverVillar  11 років тому

    Hahah don't worry, I'm not counting xD Crazy Bump is different: it generates maps from a texture and allows you to mix several normal maps into one. What I'm doing here is to bake the normal maps from a high resolution 3D model :) The difference is that baking from a 3D model, the normal maps are accurate and give a similar result to the highpoly model, while the Crazybump ones are actually an emulation, very useful for some tasks and for adding details to previously baked bump maps :)

  • @OliverVillar
    @OliverVillar  12 років тому

    It's basically the same process :) Just make sure that the lowpoly mesh completely covers the character, with no intersections. Of course, each model has some complexities and you may need to tweak some things for optimal results, but it's only a matter of playing with the difference between the low and high res meshes, and with the parameters in the normals. Each model is different so there isn't a universal way, but following this tutorial's guidelines should give you no problems ;)
    Thanks!

  • @OliverVillar
    @OliverVillar  12 років тому

    I partially agree with you. But as I said before, I do this tutorials for beginners. Who doesn't know nothing at all about normals, probably, and of course didn't read the instructions. Probably you prefer advanced tutorials to go straight to the point. That's perfectly ok, I usually look for the same myself :P But some of my tutorials aren't for an audience like us, but for making young (or not so young) people to get started in 3D, with no previous experience or knowledge. thx for feedback! :D

  • @OliverVillar
    @OliverVillar  12 років тому

    Hi. Sorry if you didn't like the video. I made that previous explanation, because my website is targeted to a begginer 3D user, which is not supposed what a normal map is, or even if they know, they probably don't know how they exactly work.
    If you find the explanation not needed, you can just skip it and watch the part that you need. At 5:00 I start setting up the scene, you should start at that part.
    You probably come to this video with previous experience, but not everyone has it ;)

  • @OliverVillar
    @OliverVillar  12 років тому

    Thanks for the comment. In fact yes, you can delete it. And not also that, you shouldn't have it in the final scene (but you should save that high poly model just in case it's needed in the future), so it's much lighter and you don't need to worry about not selecting it accidentally, or to use a layer or something. Once it's baked correctly into the texture, you don't need the high poly model anymore :)

  • @OliverVillar
    @OliverVillar  11 років тому

    Ah! smart uv unwrap may have something to do, as it usually creates several islands, and while it can be useful at times... it doesn't provide the best result. Doing it manually, we can adjust the seams to be in less visible parts of the model, for example :) You can check some of my tutorials about UVs ;)

  • @OliverVillar
    @OliverVillar  11 років тому

    Hmmm I'm not a lot into hardware stuff, but I guess you could. I have a multicore graphics card, and I have the option to use both cores at once. Probably you should "build" a SLI or something like that, but I don't know what graphics card models you can make it to work together. Try to look for someone that has done it already :P

  • @OliverVillar
    @OliverVillar  11 років тому

    Hmmm... I don't know, there are a lot of things that could possibly have an influence on that. Did you select all of the objects? Did you make sure the low poly mesh was covering the whole high poly one? In any case, if you want you cant attach the blend file to my email and I'll take a look ;)

  • @OliverVillar
    @OliverVillar  11 років тому

    Yes, if your result is noisy, you can increase the quality by increasing the number of samples :) The AO (or any other bake) takes more or less time depending on the polygon density of the meshes you're trying to bake. 2 minutos isn't to bad if the mesh is pretty high poly :)

  • @OliverVillar
    @OliverVillar  12 років тому

    Might be a problem with your geometry. Try to unify the normals selecting all the faces and pressing Ctrl+N, Also, maybe you have flat faces instead of smooth ones: solve it with selecting all faces, Ctrl+F and there you have the smooth and flat options.
    Hope that helps!

  • @OliverVillar
    @OliverVillar  11 років тому

    UVs are very important, if you don't have the correct, seams will show up, as each side of the seam has different sizes, and what you actually nottice is the resolution difference :(
    (I couldn't check your image, the link doesn't work :P)

  • @OliverVillar
    @OliverVillar  11 років тому

    Actually not :) If you high res something, deleting vertices from it to create a lowpoly version could be a hell of a task :P What is usually done is retopo. Which is basically to create a new model using the surface of the high res one as a reference :)

  • @OliverVillar
    @OliverVillar  11 років тому

    When you bake a texture it only exists in Blender... until you quit. If you start Blender again you'll loose that texture. What you need to do after baking is to save the image in your hard drive, so you can use it later as an usual texture :)

  • @OliverVillar
    @OliverVillar  11 років тому

    Hi, ganeshli :) If you can, send me an email (you can do it through my website), and let me check your .blend file if possible, as there are a lot of variables of what can happen, so I don't know what to tell you hehe :P
    Thanks!

  • @OliverVillar
    @OliverVillar  12 років тому

    Yep, it is. But there are bump maps, and normal bump maps.
    Bump maps use only grey scale images and only control the light in one axis (depth).
    Normal bump maps (also called normal maps) use RGB to control the lighting in all directions.

  • @OliverVillar
    @OliverVillar  11 років тому

    Hi, Giovanni. Of course, you need to create a texture to bake the maps to. If you have the multires model, you just need to activate the option to bake from multires instead of create a lowpoly mesh to bake the maps.

  • @OliverVillar
    @OliverVillar  11 років тому

    I don't think you can bake alphas, but there are workarounds to do that, like adding a shadeless white material to your base object and baking it to get a b&w image... and then using it as an alpha.

  • @OliverVillar
    @OliverVillar  12 років тому

    Ok... I don't see what's wrong. Can you send me the .blend file to my email? I'll try to get it right and tell you what is wrong with it ;)
    My email is at the contact section of my website.

  • @OliverVillar
    @OliverVillar  11 років тому

    Well... the technique is exactly the same! :P The high res gun, the lowpoly gun over it, and correct UVs for the lowpoly one. Then... bake! And that's it! (sounds easy, at least haha)

  • @OliverVillar
    @OliverVillar  11 років тому

    What do you mean exactly when you say misconducted bodies?
    When parts of an object don't show up, it's usually given to intersections between the highpoly and lowpoly one.

  • @artiste43988
    @artiste43988 8 років тому +3

    You are a very good teacher. Explaining how and why it works this way... really helps in understanding on how to do it in Blender. Thank you so much!!

    • @OliverVillar
      @OliverVillar  8 років тому +1

      Glad to hear that you liked it, Barbara :)

  • @alphardconsencino7819
    @alphardconsencino7819 10 років тому +5

    wow that was an amazing explanation, thanks a LOT.

    • @OliverVillar
      @OliverVillar  10 років тому +1

      Thanks for your comment, alphard! Glad you liked it! :D

  • @OliverVillar
    @OliverVillar  11 років тому

    You need to create a texture image and add it to the UVs of the objects, so Blender knows where it needs to bake the normals :)

  • @OliverVillar
    @OliverVillar  11 років тому

    Yes, exactly, the lowpoly model should cover the highpoly one like a case, so the normals are projected in the right place :)

  • @OliverVillar
    @OliverVillar  11 років тому

    You need to load each one of those maps in the given slots into a material for the object :)

  • @OliverVillar
    @OliverVillar  11 років тому

    LOL XD Thanks for your comment: the method is still the same for current versions, yep ;)

  • @OliverVillar
    @OliverVillar  11 років тому

    It's something that should come in the future, but for now it isn't possible in Cycles :P

  • @B3060J
    @B3060J 6 років тому

    You may not think your english is good, but that is the first tutorial i have seen that properly explains what baking is, ive been searching everywhere! Thank you

  • @OliverVillar
    @OliverVillar  11 років тому

    That is the menu that you get when you press N in the 3D view :) (3D View properties).

  • @OliverVillar
    @OliverVillar  11 років тому

    It's just a set of array modifiers working together to create that distribution :)

  • @OliverVillar
    @OliverVillar  11 років тому

    You can't :P Baking maps is only possible using Blender Internal, currently :)

  • @Linrox
    @Linrox 8 років тому +2

    Thank you for the video. your english was good and appreciate it.

  • @OliverVillar
    @OliverVillar  11 років тому

    That's right, Dave! You really got the point! :D Thanks for your comment!

  • @OliverVillar
    @OliverVillar  12 років тому

    Thanks! Glad it's useful for you and your Second Life experiments :)

  • @OliverVillar
    @OliverVillar  12 років тому

    Hahaha Thanks, I'll take that as a cumpliment :P Glad it helped! ;)

  • @OliverVillar
    @OliverVillar  11 років тому

    Nice to hear it was useful, Stephen! Thanks for your comment! :D

  • @OliverVillar
    @OliverVillar  11 років тому

    Thanks, Nabesmar :) Nice to see they're being useful! :D

  • @RDHardy79
    @RDHardy79 10 років тому +1

    I have 2.7 and mapping and Influence are completely gone. I have a massive roadblock here. Can't do anything when it comes to applying my normals. Where are my options? Did I accidentally hide them?

  • @melenedezssss
    @melenedezssss 8 років тому +2

    Regardless of your concern about your command of the English language, you're absolutely the best at having explained baking and texturing and how it works and what it really means. You've cleared up a long standing mystery for me. Thank you!

    • @OliverVillar
      @OliverVillar  8 років тому +1

      +Bob Smith Thank you, Bob! I'm glad to hear that it helped you :)

  • @MicrosoftsourceCode
    @MicrosoftsourceCode 12 років тому

    I managed to make a 9 minute tutorial on how to make a mesh top and skin it with no theory and I got many good response. Not many views because people are not skipping or rewinding the video. I deleted many of my early tutorials because they were to technical and long. Some people had not problem following because they like to hear someone voice. Some got lost and I was forever having to explain. You can find introductory tutorials to any subject.

  • @MicrosoftsourceCode
    @MicrosoftsourceCode 12 років тому

    You don't have much to know about how normal maps work. You only need to know how to set up the model for baking. Plus most of the time you don't need to worry about normal mask if you want to bake shadows onto texture. I went through many 3ds max tutorials on baking texture or shadow. all full of errors because the stop now and then to lecture you. You only every need to bake textures with shadow to texture a model for a game engine.

  • @MicrosoftsourceCode
    @MicrosoftsourceCode 12 років тому

    Thanks for that but you have to give begginers credit for reading the manual 1st. I only started learning blender in March of this year and I figured out how to texture bake. People that want to use baking often have a good knowledge of CG and probably want to bake texture for a game engine like Second Life. If you take the time to write down the steps you take to make a normal map then follow those steps you will see what I mean. Don't give up

  • @MicrosoftsourceCode
    @MicrosoftsourceCode 12 років тому

    By the time anyone new gets to a video on a topic they generally have a good idea of how normals and normal maps work. I feel I am listening to another lecture on normal maps and I want to skip forward because I am getting sleeping from being reminded for 3 minutes what a normal map is. Could you possible just do a straight forward tutorials with out all the technical info. I just want to know how to set up an object in blender to create a normal map.

  • @OliverVillar
    @OliverVillar  12 років тому

    can you post a photo of the issue somewhere? :)

  • @OliverVillar
    @OliverVillar  12 років тому

    Thanks, LahceneBelbachir :) Glad it was useful!

  • @Wayneawebb
    @Wayneawebb 11 років тому +1

    Great tut. You explain clear enough for me & if I can follow, anyone can
    It was VERY good. Don't put yourself down
    Thx for that. Keep it up.

  • @OliverVillar
    @OliverVillar  12 років тому

    Thank you! I'm happy it was useful for you :D

  • @OliverVillar
    @OliverVillar  11 років тому

    You're welcome, thanks for your comment ;)

  • @OliverVillar
    @OliverVillar  12 років тому

    Thanks, revenger681. Glad it was useful :)

  • @BobBob-tt3fe
    @BobBob-tt3fe 7 років тому

    Um...hello!Another question.If I put a Brick wall texture in black and white,with modified contrast(Higher contrast between black and white,and inverted)And I make a normal map of it.In Unreal Engine 4 would I be able to use the normal map texture and give the same effect as if the map is from a 3D brick Wall?Edit:Already founded out how to,it was quite simple.Thanks any way!

  • @OliverVillar
    @OliverVillar  11 років тому

    Thanks for your comment, EVILxRESIDENT :D

  • @OliverVillar
    @OliverVillar  11 років тому

    Glad you did! Thanks for your comment! :D

  • @OliverVillar
    @OliverVillar  11 років тому

    LOL, automatic captions are hilarious xD

  • @OliverVillar
    @OliverVillar  12 років тому

    What's exactly the problem, Franklin? :)

  • @OliverVillar
    @OliverVillar  11 років тому

    Thanks, Gursimran! :D

  • @OliverVillar
    @OliverVillar  11 років тому

    Thanks, Knoxjeff! Glad you liked it :D

  • @remoconan5303
    @remoconan5303 11 років тому

    Hey OVillar,
    its more than 3 questions it seems, I hope your not counting, lolz. I think im a little slow, the tut could be more epic with say a simple readme file perhaps.I've encountered APrice's tut with the bump mapping software crazybump, I was wondering does this tut basically do what crazy bump does. I know blender has many ways to achieve results but my work flow and method could really do with some help, im terribly disorganised!
    I can't thank you enough, still doing the alien tut

  • @remoconan5303
    @remoconan5303 11 років тому

    @OVillar, Sorry to ask but this is really important, but when I saved this tut as something.blend, i opened a new blender scene but for some reason my newly made normal/ao texture map was no longer showing on my low poly planes? I just wanna know how i can append this as a image texture so i can apply it on say a cube. Anyway looks like I will have to do this again tut and then watch your 1 hour long alien tut and maybe find an answer there on how to save these textures! tu)

  • @remoconan5303
    @remoconan5303 11 років тому

    @OVillar Hey thanks for showing us this tut, truly helpful.At around 16:45 you bake the AO, for some reason the bake was almost 2 mins(is my comp that slow?) anyway my AO bake looked a little noisy. I did the high poly mesh objects from your 1hour long Alien spaceship I used the plane with the squares and added 5 susan heads between; anyway that was my high poly mesh. So basically one of the cube objects in AO was very noisy, can I change this by changing the samples from 12+?? rest was fine tu)

  • @BobBob-tt3fe
    @BobBob-tt3fe 7 років тому

    Am...how did you got 2 windows,like in the image editor and the 3D view?I can't find an answer,please help!
    Ah,your English is very good,and amazing tut,helped a lot!

  • @Stafare
    @Stafare 12 років тому

    "I'm going to explain this first, so you know what and why you are doing it." Perfect! not enough people explain things, they just show you the process.

  • @JerryDechant
    @JerryDechant 11 років тому

    So you Hi rez model something, then you make a copy of the entire model, and scale it just a bit larger than the hi rez one, then you start removing vertices until you are satisfied with the low poly count. Is that correct? I've never done this making or lowering rez stuff before but want to learn. Thanks.

  • @rhodalle
    @rhodalle 12 років тому

    So when projecting textures onto more complex meshes, the method is the same, but are there any tips you'd give someone wanting to texture a surface that isn't a flat plane, but rather an enclosed character mesh? You were very detailed in your explanation, just wondering what might be different with a whole character mesh, as I've never tried this. Thanks! :)

  • @AnselmHexicola
    @AnselmHexicola 12 років тому

    (You are way too diffident/apologetic; the basic concepts and the work-flow were well explained.)
    Thanks for this tutorial - very helpul to someone trying to learn the basics.
    I use the Second Life platform for realising my experiments in 3d modelling, and there it is important to keep the poly count down. I think I can do a bit better now!

  • @OliverVillar
    @OliverVillar  11 років тому

    Thanks, glad you liked it, Kevin ;)

  • @OliverVillar
    @OliverVillar  11 років тому

    Thanks for your comment, thantor ;)

  • @OliverVillar
    @OliverVillar  11 років тому

    Thanks, Aaack! :D Glad it helped :D

  • @revenger681
    @revenger681 12 років тому

    I am new, this video stated it was an introduction to normal maps. Personally I like the way he explains normal maps and the process. Finding tutorials on youtube where the creator assumes you know a lot (especially if it's an intro video) makes following along/understanding quite difficult.

  • @Stauricus
    @Stauricus 12 років тому

    gosh, it does not work for me.
    oh, well, sometimes it does. sometimes not. seems to be random.
    i've made a square with a window. and want to make a normal map from it. but all i get is a one-color-square or an square with a rectangle (an exact shadow of the window) inside :/

  • @OliverVillar
    @OliverVillar  12 років тому

    Thanks, Volker, Glad it helped! :D

  • @boski05
    @boski05 11 років тому

    F*ck. :/
    Ok... second question. :)
    On guy has wrote at forum (GraphicAll i think) that If You have for example GTX670 and GTX460 You could use them both at the same time to render cycles in Blender. Do You know something about this?

  • @melrin
    @melrin 12 років тому

    hi, thx for the tut. its good i think -except the part when u R coughing -at that part i frightened so much that now im an undead, but never mind :D.
    A guestion: can one delete the original high poly mesh after it was applied to the texture?

  • @val___7868
    @val___7868 9 років тому

    If you are not difficult, please cover them subtitry.Subtitry Yutuba is complete nonsense. I just do not take English at the hearing.
    Lesson cool, thanks a lot, but I think I missed the very essence about Normal mapping

  • @javofiolo
    @javofiolo 9 років тому

    Hola Oliver gracias por tus tutoriales ! Podrías hacer uno sobre como implementar esto en un juego? yo utilizo unity3d o blender game kit, aunque sea en ingles :)

  • @jesperjee
    @jesperjee 8 років тому

    I am looking for a tutorial on how to export a model and textures for use and composite in another program like After effects. Is this it or am I confused? You can´t export a full model from Blender directly with textures right?

  • @OliverVillar
    @OliverVillar  11 років тому

    LOL XD You can send it anyway ;)

  • @JoryRFerrell
    @JoryRFerrell 11 років тому

    I baasically started off by creating the low res version first. Then I made an unlinked copy, scaled it down, subdivided the mesh to the level I needed. Then I sculpted the mesh and made what I needed from there.

  • @Stabbage
    @Stabbage 12 років тому

    Explained perfectly! SO are we then able to overlap the normal map with a texture from photoshop? All I've been able to do is colour over the normal map inside blender and its not looking as good as it could.

  • @xdjmaggx84
    @xdjmaggx84 10 років тому +1

    AO textures should be set to multiply, but not as the mix one.

  • @bloodberrett
    @bloodberrett 10 років тому

    oh hey while im here....i went and baked it and it gave me a wanky........build? so should i be seaming and unwraping my boxes ??
    some help would be appreaciated :) thanks in advance xD

  • @northwinder
    @northwinder 10 років тому

    best explanation of normal maps in youtube. Thank you bro, that was very helpful

  • @OliverVillar
    @OliverVillar  12 років тому

    Thanks, glad it was useful ;)

  • @OliverVillar
    @OliverVillar  12 років тому

    Thanks :) Glad it was useful!

  • @JoryRFerrell
    @JoryRFerrell 11 років тому

    Yea. You unwrap the gun along a seam, move all the verts into position if necessary, and then bake the texture to a low res unwrapped version, or bake from multires.

  • @OliverVillar
    @OliverVillar  11 років тому

    Jajaja gracias, gracias! ;)

  • @LahceneBelbachir
    @LahceneBelbachir 12 років тому

    Personally, I really enjoyed your explanation,
    I read many before but,
    nobody ever talked about the raycasting part,
    thanks for this excelent vid mate, cheers! :)

  • @Dave210479
    @Dave210479 11 років тому

    very good explained
    RGB = Red-Green-Blue used as a 3 variables
    Red and Green are each an axis (0 = one side, 128 = center, 255 = other side) i think...

  • @OliverVillar
    @OliverVillar  11 років тому

    Thanks for your comment ;)

  • @ToolaRoola
    @ToolaRoola 10 років тому

    Very useful tutorial. Thanks!

  • @mauricioyaman570
    @mauricioyaman570 6 років тому

    hablas español, que bien, también deberías hacer algunas cosas en nuestro idioma, también se vale

  • @bhampton1969
    @bhampton1969 12 років тому

    Great Video! I think you did a very good job, especially for those trying to understand normals. I will use your video to help make my meshes.

  • @nahueltorras60
    @nahueltorras60 8 років тому +2

    Gracias capo!! Gran aporte.

  • @OliverVillar
    @OliverVillar  11 років тому

    Thanks, BlackScream77 ;)

  • @paulstegemann3137
    @paulstegemann3137 11 років тому

    Nice vid easy to follow but whenever i select my object and hit bake it sais no object or image to bake to. Any ideas? Thanks in advance.

  • @shuandang
    @shuandang 12 років тому

    thanks so much for the tutorial. I was stuck at the baking part. Did not realize I had to select both meshes to calculate the normals.

  • @OliverVillar
    @OliverVillar  11 років тому

    Thanks, regularU2fan ;)

  • @noel101082
    @noel101082 7 років тому

    your English is excellent and u explained this a hundred times better than any English speaker I have watched. good job