Hi! Thanks for checking out the tutorial. And my deepest apology for the audio issue of one side being muted. I didn't even notice it because I had "Mono audio" turned on in my setting which sends audio track to both channels all the time. So you can try that while watching the tutorial. And please let me know if you know of a way to fix audio in uploaded videos in youtube. 02:13 I wanted to say "imported!" ! :3
@@NenoUnicoAgain Thanks! as far as I know those tricks are used for in-animate objects like walls or such in game engine. It wont work well with deforming bodies.
@@durratulaishah3703 non photorealistic rendering. It’s a term for 3d artists who are trying to make their models look realistic but stylized like paintings, anime etc
i tried doing something like this by changing the normal maps in krita, but doing it in blender looks like it would be far smarter. Definitely going to try this out
yeah! you can try 2d painting softwares for more freedom with brushworks. Though I love to do this within blender. helps me to avoid annoying seam issues,
Thank you! Back then one could select whether they want to pick screen colors or just the texture colors. But in recent versions the color picker always picks colors from texture by default. Thats the case here too.
Hey. I love your video and I am doing the same thing as I am also hand painted on the 3D Characters and using grease pencil for the animation too for my upcoming first official 3D and 2D animated short film by using Blender!
Hey, this looks amazing, thanks for sharing your talents (I purchased your brush pack and love it by the way--great stuff)! Do you have any advice on how to convert an object-space normal to a tangent-space normal after you hand-paint the normal maps in object-space? I would like to explore using this on an animated (rigged) VR model in Unity and think tangent space would work better for meshes that deform, and am not sure best practices moving forward for this. Keep up the awesome content! Thanks again.
@@CraftReaper-OmarFaruqTawsif Hey, I managed to get a functional tangent space normal bake, but there were seams visible not in the texture but in the lighting itself, aligned to the seams I had on my model. Took me a bit of digging since smearing the texture over the seams didn't seem to fix it, but found I had to manually touch up seams that appeared where some UV islands contacted each other by painting over the seams with the neutral color for the normal maps I was using (#8080FF) and try to blend it in best I could. Might be a necessary step to account for UV island orientation/rotation when converting to tangent space, if that makes sense. Thanks again!
thanks for letting me know! Do seams always appear after bake? If yes maybe you can check denoise setting. I noticed keeping it on causes seam on emissive bakes. Not sure about other types of bake though
@@CraftReaper-OmarFaruqTawsif Hey, I had tried baking a couple times, playing with different variables but overlooked the denoise. Once I have a chance to test adjusting the denoise parameters I'll let you know the result! Thanks for the idea.
sorry! next time! this one is already uploaded and cant be fixed anymore. but you can try turning on mono audio from setting while watching this if you are on win 10.
any vocals or dialogue should be in mono. assuming OBS, settings -> audio and change 'channels' to mono. i have a mono switch so it's not really a problem for me but most people do not, it's a typical problem that i think everyone has ran into before so don't worry but i just thought you should know how to fix it. thanks for the video!
Yeah! thanks for the tip. I did know about this issue long before. But this audio managed to slip in because I had the mono audio turned on in windows setting (the cure became poison for me XD). Should have paid attention to the sound track channels during editing
Thats cool you kept everything in house in Blender! I'll I have to try normal baking and painting in it, when you color pick, is it picking from the normal texture you made and the viewport is just the render?
yeah! I was always stubborn about handling everything in blender XD! You got it right. even though I have viewport render enabled instead of picking screen color blender is picking the texture color. it feels most convenient. though in earlier blender versions you could define between screen color and texture color from last operation drop down menu.
So, what you did was save the generated normal map as an image, then plugged it into the base colour, so as you hand-paint the base-colour and save it the normal map changes too? I haven't quite been able to figure out how this works.
@@CraftReaper-OmarFaruqTawsif So I'm still having a bit of trouble generating the normals, when I do the node setup you show onscreen I get a blacked out mesh... when I bake the normal's (normally) following other tutorials the normals generated don't behave properly with the light either. I do love your tutorial though im trying to create characters with an Arcane like style to them so This was helpful
@@CraftReaper-OmarFaruqTawsif Actually yes!!! all my normals are facing the right way and the normal map looks normal I think but It interacts wrong with the light drive.google.com/file/d/1fe0MXkCrYdjt69ieB64rzXz_1U_hpDSS/view?usp=sharing Edit: the normals are working fine now :) but your node setup doesn't work for me
great video sir! im confused as to how you were painting over the normals directly. i tried to follow this video frame by frame but still got lost haha. i have yet to come across any other video demonstrating the same technique
glad to see you gave this tutorial a try :D normally you should be able to paint normal maps with regular approach of texture painting in blender. It hardly requires additional steps. I would recommend you to check whether your noemals are facing in correct direction. From overlays you can turn on normal. it will indicate flipped normals with a red color. and feel free to drop by at my discord if u wish to share screen shot or something regarding this issue discord.gg/bPUY7zt4
3:36 How are you able to just colour pick directly from the base colour and use that for the normal map? When I try to do this it just breaks the normal map
Hey Mr Craft, question......do you think that painting the normal map in blender, then painting the base color in like 3d coat would add to this? Or would it make it worse or no difference?
Sure. It can improve outcome for you if you are more used to 3d coats. Specially with 3d coats layering system you can aim for a non destructive texturing process
Hello! This is really great! But I can't find how you are painting normals but seeing the rendered image. If you are able to, can you just write how you do it? Thanks
Sure! Think it just like regular shading with a princple bsdf shader. in rendered view you can directly see the combined effects of different maps such as albedo, normal, roughness etc plugged into it. only difference is we are editing the maps and seeing the result in realtime here
@@CraftReaper-OmarFaruqTawsif Thank you for answering! Also, in your video, it's straightforward to see the normal map, mine has way too many shadows when I switch to texture viewing. Wondering why.
How do you do the base color map? I assume the brush colors match the exact size / position of the brush on the normal map, I’ve seen tricks in photoshop where you paint normals on different layers and change their colors for the base diffuse map, but you do this in blender. I’m just curious how I can paint my normals in blender + paint color to match the normals, thanks looks great!
Thank you! I duplicated the mesh and used quick explode on it. it is basically a modifier with particle setting. but the quick explode saves you from setting up the explosion system from scratch.
hello! sorry for the trouble! In gumroad only the illustrative brush set is kept on hiatus due to payout issue on my region. The free pack is still downloadable. Also did you try flippednormals/lemonsqueezy link?
Hi! Are you using any addon for additional functionality in the blender baking tab? I haven't tried baking like this yet but there is no "Influence" sub-tab under my bake tab.
Hi! This is really amazing, thanks for sharing!!! I'm wondering how it works with a PBR character pipeline on Unreal Engine or Unity, i mean, if there's already a baked normal map, where i can put this other "painted normal map" in the shader? I've searched a lot of videos about, ma no one explains how to integrate this (that works in blender), also outside in some Game Engine. Please help! :) And, just another question, why in 1:59 did you bake normal map from emissive? I got so confused. Thanks in advance!!
I am very late! so take my apology first. I saw some example of handpainted normals by Roman Durand. I am not familiar with UE though. But at least I am sure it is a thing for UE too thanks to Durand. About baking from emissive; it is a good way to visualize the normals even before we bake them. it helps me to detect anything out of ordinary. for instance imported assets sometimes give a bit strange or different result.
My bakes end up totally saturated in magenta and green on the other side (nothing like your normal color knight at the end). Any hints on how to better set this up?
@@CraftReaper-OmarFaruqTawsif Hey thanks for the reply! It was set in non-color and I tried baking with emmit setup and normal setup. Do you have a discord or something where we could chat maybe? I would really appreciate your help.
Hi, I'm interested in your Wingfox course, but something happened and I can't buy it because it's not available. Also, is there somewhere I can buy it other than that platform? or what do you recommend I do, greetings and thank you for your time
How do you paint in the viewport and immediately see the results??? I am struggling to understand When I paint, nothing shows up on the view port, only on the image
Are you painting on the normal map texture at 4:17? What settings do you have on your brush? because it looks like the brush is a changing colour per stroke?
Could someone explain how he was using the brushes in this video? It looked like it was smearing or averaging the color automatically, but it was on texdraw.....
@@CraftReaper-OmarFaruqTawsif Good to know! So in one part where it appears you are changing the color without returning to viewing the normal map in texture preview mode. How does that work?
Cool video and great technique, I´m triying it but im not capturing quite the look, I fail in the hand painting the normal part and I dont know what to do or what I´m doing wrong, please help
@@CraftReaper-OmarFaruqTawsif I tried it and yeah it looks like I can se better what I´m doing, still I dont know exactly what to do, what colors to sample, etc... I put it in the discord
@@Clases3d cool! you are getting there. about sampling you just sample colors from those faces and slowly start to create flatter brush marks. you may slightly intrude surrounding color but be careful about not to drift too far with sampling color. stay localized. and most importantly test with lighting from time to time
sorry for the super late reply! yeah you can bake normals in SP and then handpaint it in blender. though I am not sure if sp lets you to bake object space. most probably it does
@@CraftReaper-OmarFaruqTawsif A full tutorial from start to finish for beginners or those who are already familiar but need someone to guide them still in some areas. I'm familiar with Blender but not proficient as you are. I'm used to slow-pace tutorial.
What i'm not following is once you hand paint the normal maps could this be run by any other engine (unreal) with the same effect? These would go really well with a project I'm working on.
Hello! Did you ever figure out the answer to this? I want to do this for my Animation Thesis which is being rendered in Unreal Engine! Did you ever figure out if you could achieve this in Unreal? Thanks!
I am not sure about UE. But perhaps it got something to do with specifying it as object space normal? if UE doesn't support it you may need to convert the map to tangent space
I'm a bit confused, how are you painting the diffuse and normal at the same time? 3:38 It would be helpful if there was a slightly more in depth tutorial explaining these things.
Thanks for letting me know! I kinda got lost with controling my pacing well there. Will keep it in mind! It wasn’t a follow along tutorial btw. Just sharing some tips about this workflow for different situation
@@CraftReaper-OmarFaruqTawsif yes yes i imagined that it wasn´t your goal, but the technique is so good that i´ve wanted to follow along. If you make a long version of it i´d gladly pay for it :)
@@CraftReaper-OmarFaruqTawsif thanks! :) It does not help that the right channel is silent. Maybe a different mic or post-processing would also help. Maybe try your phone's voice recorder? Sorry, I don't want to look a gift horse in the mouth... Thanks for the video, I think I got the gist of how to do the effect anyway.
@@ThePlacehole thanks for the feedback. though it is hard for me to understand the issue. I do hear from both channels . But yeah! Time for some upgrade hopefully
Hi! Thanks for checking out the tutorial. And my deepest apology for the audio issue of one side being muted. I didn't even notice it because I had "Mono audio" turned on in my setting which sends audio track to both channels all the time. So you can try that while watching the tutorial. And please let me know if you know of a way to fix audio in uploaded videos in youtube.
02:13 I wanted to say "imported!" ! :3
Hey this lñooooks really wesome. Really inspiring! I have a question, could this be used in Unity or other engine in order to apply it to a videogame?
@@NenoUnicoAgain Thanks! as far as I know those tricks are used for in-animate objects like walls or such in game engine. It wont work well with deforming bodies.
my left ear enjoyed the video
Looks SO good!! Thanks for sharing this. 😁
My pleasure! 😃
I feel like this technique is about to blow up in the npr community 🙌
What's npr?
@@durratulaishah3703 non photorealistic rendering. It’s a term for 3d artists who are trying to make their models look realistic but stylized like paintings, anime etc
@@durratulaishah3703 non photorealistic rendering
nonphotorealistic@@durratulaishah3703
Non-Photorealistic Render.
I was having problems with baking normals... So that's what it was - thin meshes! Thank you for the vid!
Fantastic! cheers😃
This is impressiv. What a true 3D artistical technique ! thanks for this video
My pleasure!
Great video! And you did a very good job texturing that knight.
thank you very much! I am glad you enjoyed it regardless of the audio issue
this was an amazing tutorial. it helped a layman like me understand the process. many thanks.
glad it helped! 😃
Thank you for the tutorial and thank you so much for linking the brushes. They're really great for this.
You are so welcome!
Very interesting technique, I'll try it out very soon! Thank you for sharing! :>
i tried doing something like this by changing the normal maps in krita, but doing it in blender looks like it would be far smarter. Definitely going to try this out
yeah! you can try 2d painting softwares for more freedom with brushworks. Though I love to do this within blender. helps me to avoid annoying seam issues,
@@CraftReaper-OmarFaruqTawsif quick question, what are the steps for going into blender and painting the normal map?
My FAv Artist ! pls upload more video mate.
Thank you! I will try 😄
Cool! How are you picking the normal map colors while in material preview?
Thank you! Back then one could select whether they want to pick screen colors or just the texture colors. But in recent versions the color picker always picks colors from texture by default. Thats the case here too.
this is so really interesting tutorial, thanks a lot!
the pleasure is all mine!
This looks so damn good! Great work. Love it.
Thanks mate!😊
Tq man , been waiting for your new video
Thank you! It really took so long!
oh my god! I was looking for that! Thank you so much
Glad you found it! My pleasure :D
Thank you so much for sharing!!
my pleasure!
Nice tutorial.... But where can i find the multiply add node ? I cant found nothing similar in blender 3.5
thanks! it is actually the vector math node from converter catagory. Looks like I missed that detail!
Thank you for your question. I also encountered this issue
Thank you for your answer@@CraftReaper-OmarFaruqTawsif
Hey. I love your video and I am doing the same thing as I am also hand painted on the 3D Characters and using grease pencil for the animation too for my upcoming first official 3D and 2D animated short film by using Blender!
Wow! Looking forward to it!
Dude that's so good!
Got it working in one of my own projects. Thanks so much!
@@mason-greylong4792 very glad it helped!
really cool thank you so much for sharing this technique!
The pleasure is all mine!😄
Hey, this looks amazing, thanks for sharing your talents (I purchased your brush pack and love it by the way--great stuff)! Do you have any advice on how to convert an object-space normal to a tangent-space normal after you hand-paint the normal maps in object-space? I would like to explore using this on an animated (rigged) VR model in Unity and think tangent space would work better for meshes that deform, and am not sure best practices moving forward for this. Keep up the awesome content! Thanks again.
The pleasure is all mine! :D I guess you can try to rebake the object space normal to a tangent space normal?
@@CraftReaper-OmarFaruqTawsif Hey, I managed to get a functional tangent space normal bake, but there were seams visible not in the texture but in the lighting itself, aligned to the seams I had on my model. Took me a bit of digging since smearing the texture over the seams didn't seem to fix it, but found I had to manually touch up seams that appeared where some UV islands contacted each other by painting over the seams with the neutral color for the normal maps I was using (#8080FF) and try to blend it in best I could. Might be a necessary step to account for UV island orientation/rotation when converting to tangent space, if that makes sense. Thanks again!
thanks for letting me know! Do seams always appear after bake? If yes maybe you can check denoise setting. I noticed keeping it on causes seam on emissive bakes. Not sure about other types of bake though
@@CraftReaper-OmarFaruqTawsif Hey, I had tried baking a couple times, playing with different variables but overlooked the denoise. Once I have a chance to test adjusting the denoise parameters I'll let you know the result! Thanks for the idea.
@@GreasyGoblin sure! give it a try.
Please fix the sound only being in one ear
sorry! next time! this one is already uploaded and cant be fixed anymore. but you can try turning on mono audio from setting while watching this if you are on win 10.
Amazing man! Thank you for share this!
My pleasure friend 😃
Dayumm it looks really really cool:3 gotta try it someday
Thanks bhai! ya give it a try ;)
any vocals or dialogue should be in mono. assuming OBS, settings -> audio and change 'channels' to mono. i have a mono switch so it's not really a problem for me but most people do not, it's a typical problem that i think everyone has ran into before so don't worry but i just thought you should know how to fix it. thanks for the video!
Yeah! thanks for the tip. I did know about this issue long before. But this audio managed to slip in because I had the mono audio turned on in windows setting (the cure became poison for me XD). Should have paid attention to the sound track channels during editing
did you ever make a tutorial about modifying normal maps with procedural textures or did i imagine that?
not mine. but I remember coming across a few tutorials of procedural normal map creation too!
Looks so good
Thank you!
Love it! Great work.
thanks! ^^
Thats cool you kept everything in house in Blender! I'll I have to try normal baking and painting in it, when you color pick, is it picking from the normal texture you made and the viewport is just the render?
yeah! I was always stubborn about handling everything in blender XD! You got it right. even though I have viewport render enabled instead of picking screen color blender is picking the texture color. it feels most convenient. though in earlier blender versions you could define between screen color and texture color from last operation drop down menu.
So, what you did was save the generated normal map as an image, then plugged it into the base colour, so as you hand-paint the base-colour and save it the normal map changes too? I haven't quite been able to figure out how this works.
You actually pretty much nailed the process. That is it. I am just painting over the initial baked map.
Thank you for sharing!
my pleasure!
This is EXACTLY what I was looking for, thank you!!!
Glad it helped!
@@CraftReaper-OmarFaruqTawsif So I'm still having a bit of trouble generating the normals, when I do the node setup you show onscreen I get a blacked out mesh...
when I bake the normal's (normally) following other tutorials the normals generated don't behave properly with the light either.
I do love your tutorial though im trying to create characters with an Arcane like style to them so This was helpful
@@Ghost-zm1rk Did you check around 2:50 ? I tried to address some normal map issues.
@@CraftReaper-OmarFaruqTawsif Actually yes!!! all my normals are facing the right way and the normal map looks normal I think but It interacts wrong with the light
drive.google.com/file/d/1fe0MXkCrYdjt69ieB64rzXz_1U_hpDSS/view?usp=sharing
Edit: the normals are working fine now :) but your node setup doesn't work for me
nvm I realize you set multiply and add values to 0.5 my bad
great video sir! im confused as to how you were painting over the normals directly. i tried to follow this video frame by frame but still got lost haha. i have yet to come across any other video demonstrating the same technique
glad to see you gave this tutorial a try :D normally you should be able to paint normal maps with regular approach of texture painting in blender. It hardly requires additional steps. I would recommend you to check whether your noemals are facing in correct direction. From overlays you can turn on normal. it will indicate flipped normals with a red color. and feel free to drop by at my discord if u wish to share screen shot or something regarding this issue discord.gg/bPUY7zt4
the new shortcut for samples in Blender 4.0 is Shift + X
S was really fine though!
3:36 How are you able to just colour pick directly from the base colour and use that for the normal map? When I try to do this it just breaks the normal map
Hi! The default color picking avoids screen space color to pick colors from the original texture that is being painted on! are you unable to do so?
if you don't mind sharing your lighting setup, that would be awesome
It is a basic three point lighting system! With a hdr too because they make better reflection on metal. also dont forget screen space reflection
Is it possible to use this method if the object is going to be animated? I heard that object normals will break if moved around.
I am afraid it will not work for deformation. you might need to convert it to tangent space first.
My left ear enjoyed this video
haha sorry. I wont forget your other ear next time ;)
Hey Mr Craft, question......do you think that painting the normal map in blender, then painting the base color in like 3d coat would add to this? Or would it make it worse or no difference?
Sure. It can improve outcome for you if you are more used to 3d coats. Specially with 3d coats layering system you can aim for a non destructive texturing process
thank you, was planning to do something similar to spider-verse this looks very close to that again thank you
my pleasure! good luck with your work
Hello! This is really great! But I can't find how you are painting normals but seeing the rendered image. If you are able to, can you just write how you do it? Thanks
Sure! Think it just like regular shading with a princple bsdf shader. in rendered view you can directly see the combined effects of different maps such as albedo, normal, roughness etc plugged into it. only difference is we are editing the maps and seeing the result in realtime here
@@CraftReaper-OmarFaruqTawsif Thank you for answering! Also, in your video, it's straightforward to see the normal map, mine has way too many shadows when I switch to texture viewing. Wondering why.
How do you do the base color map? I assume the brush colors match the exact size / position of the brush on the normal map, I’ve seen tricks in photoshop where you paint normals on different layers and change their colors for the base diffuse map, but you do this in blender.
I’m just curious how I can paint my normals in blender + paint color to match the normals, thanks looks great!
Thanks! actually my diffuse map here has no relation to the normal map here. they are totally separate texture and the strokes doesn't match in this
Hi! Really nice tutorial, can you explain more how to do brush marks by geometry?
Thank you! I duplicated the mesh and used quick explode on it. it is basically a modifier with particle setting. but the quick explode saves you from setting up the explosion system from scratch.
Greetings, can you please open up the gumroad shop I cannot download any of the brush sets u provided on the links in the description
hello! sorry for the trouble! In gumroad only the illustrative brush set is kept on hiatus due to payout issue on my region. The free pack is still downloadable. Also did you try flippednormals/lemonsqueezy link?
Hi! Are you using any addon for additional functionality in the blender baking tab? I haven't tried baking like this yet but there is no "Influence" sub-tab under my bake tab.
Nope. Chances are it is due to difference in blender version. I don't use blender 4 yet since it felt too different sometimes
@@CraftReaper-OmarFaruqTawsif I understand. I'm using Blender 4.02 right now.
Look super Cool!! Is this any way can be translate back to tangent base normal map ? I see not every place support object space normal 🤔
Thanks! Maybe you can try to rebake normals into a new texture? I have yet to try this though
Hi! This is really amazing, thanks for sharing!!! I'm wondering how it works with a PBR character pipeline on Unreal Engine or Unity, i mean, if there's already a baked normal map, where i can put this other "painted normal map" in the shader? I've searched a lot of videos about, ma no one explains how to integrate this (that works in blender), also outside in some Game Engine. Please help! :)
And, just another question, why in 1:59 did you bake normal map from emissive? I got so confused. Thanks in advance!!
I am very late! so take my apology first. I saw some example of handpainted normals by Roman Durand. I am not familiar with UE though. But at least I am sure it is a thing for UE too thanks to Durand. About baking from emissive; it is a good way to visualize the normals even before we bake them. it helps me to detect anything out of ordinary. for instance imported assets sometimes give a bit strange or different result.
My bakes end up totally saturated in magenta and green on the other side (nothing like your normal color knight at the end). Any hints on how to better set this up?
Hi! I suspect that you forgot to switch image mode to non color. You should check on it first
@@CraftReaper-OmarFaruqTawsif Hey thanks for the reply!
It was set in non-color and I tried baking with emmit setup and normal setup. Do you have a discord or something where we could chat maybe? I would really appreciate your help.
@@Blindconcept sure! feel free to share your file too so that I can have a look at your setting discord.gg/VmmatF9d
Hi, I'm interested in your Wingfox course, but something happened and I can't buy it because it's not available. Also, is there somewhere I can buy it other than that platform? or what do you recommend I do, greetings and thank you for your time
Thanks for your interest! It is in Flippednormals now
Yay! 😄
😊
How do you paint in the viewport and immediately see the results??? I am struggling to understand
When I paint, nothing shows up on the view port, only on the image
Did you connect the textures in your materials?
Are you painting on the normal map texture at 4:17? What settings do you have on your brush? because it looks like the brush is a changing colour per stroke?
yes I am painting the normal map. the color is changing because I am sampling with hotkey
Thank you !!
You're welcome! :D
AMAZING!!
thanks! :D
Could someone explain how he was using the brushes in this video? It looked like it was smearing or averaging the color automatically, but it was on texdraw.....
Hi! it is not automated. I am just sampling color from the normal map and painting with low opacity brush. hence the illusion of 'averaging colour'
@@CraftReaper-OmarFaruqTawsif Good to know! So in one part where it appears you are changing the color without returning to viewing the normal map in texture preview mode. How does that work?
Sound in left ear!
sorry!
Cool technique :3
indeed :3
Soo good 🔥🔥
thanks!
Has anyone tried using this technique in Maya ?
I tried it but it doesn't work anybody knows how to Solve problems ?
Cool video and great technique, I´m triying it but im not capturing quite the look, I fail in the hand painting the normal part and I dont know what to do or what I´m doing wrong, please help
you can share what you did in discord. did you switched back to eevee by the way?
@@CraftReaper-OmarFaruqTawsif no, I do it in cycles
@@Clases3d I see. I would recommend eevee
@@CraftReaper-OmarFaruqTawsif I tried it and yeah it looks like I can se better what I´m doing, still I dont know exactly what to do, what colors to sample, etc... I put it in the discord
@@Clases3d cool! you are getting there. about sampling you just sample colors from those faces and slowly start to create flatter brush marks. you may slightly intrude surrounding color but be careful about not to drift too far with sampling color. stay localized. and most importantly test with lighting from time to time
hi can use the object space normals that has been baked in subtance painter?
sorry for the super late reply! yeah you can bake normals in SP and then handpaint it in blender. though I am not sure if sp lets you to bake object space. most probably it does
Is it possible to create a PBR material based on this technique?
this one is pretty much of a pbr material already with normal map, albedo etc. feel free to use roughness map or anything else you may need
@@CraftReaper-OmarFaruqTawsif yes ! But I am wondering If I could create a material that can be directly applied on every model
@@Blendas2.0 yeah! there is procedural method too. search up "2d style materials in 3d animation" by joey. it is shown in the very end
Thanks you a lot ❤
You plan on creating tutorials on this?
This is the tutorial though? Do you mean something more elaborate?
@@CraftReaper-OmarFaruqTawsif A full tutorial from start to finish for beginners or those who are already familiar but need someone to guide them still in some areas. I'm familiar with Blender but not proficient as you are. I'm used to slow-pace tutorial.
How about you export the normal maps as an image and use Topaz Studio to apply a brush stroke neural filter instead of hand painting it?
Yeah it works. I tested it. Not with Topaz though
@@zossua7375 what did you use instead of Topaz?
@@zossua7375 what app did you use
What i'm not following is once you hand paint the normal maps could this be run by any other engine (unreal) with the same effect? These would go really well with a project I'm working on.
I am not sure about all the effects shown here. But at least there is Romain Durand who made complete handpainted pbr materials for unreal before.
Hello! Did you ever figure out the answer to this? I want to do this for my Animation Thesis which is being rendered in Unreal Engine! Did you ever figure out if you could achieve this in Unreal? Thanks!
You rock!!
Thank you!
very interesting
Thank you :D
This looks awsome.
I tried it,looks gret in blender but i cant use it for unreal engine.
anyone know why that is ?
I am not sure about UE. But perhaps it got something to do with specifying it as object space normal? if UE doesn't support it you may need to convert the map to tangent space
I'm a bit confused, how are you painting the diffuse and normal at the same time? 3:38
It would be helpful if there was a slightly more in depth tutorial explaining these things.
at 3:38 I am painting normal map with viewport shading turned on. it is fun to see how normal paint affects light that way!
@@CraftReaper-OmarFaruqTawsif The what? How do you do that? I've trying to do it for the last week and failed to find that option
@@CraftReaper-OmarFaruqTawsif I would really appreciate a tutorial on this part specifically
good!!!!
thanks!
hello sir, the flat shading issue can probably be solved by going to Object Data Properties > Geometry Data > Clear Custom Split Normal Data
:)
Thanks! I will look into it
tried to get that modeland nope..
haha I feel that!
my left ear
The sound is broken in this video. It only plays on the left. Nothing on the right. Should be a simple fix.
It´s amazing, but why you have to go so fast? not really easy to follow along. Besides that, cool stuff :)
Thanks for letting me know! I kinda got lost with controling my pacing well there. Will keep it in mind! It wasn’t a follow along tutorial btw. Just sharing some tips about this workflow for different situation
@@CraftReaper-OmarFaruqTawsif yes yes i imagined that it wasn´t your goal, but the technique is so good that i´ve wanted to follow along. If you make a long version of it i´d gladly pay for it :)
@@astridtrisorio4894 thanks! Thats very nice to know!
omg please fix the audio
haha sorry. I would really love to. but too late
thanks a lot man but why are you whispering to my left ear
haha welcome! Sorry for whispering to your left ear. I am right handed after all 😉
Really nice effect! It's so hard to understand what you're saying, though :(
My bad! :( I will try slower tutorials next time
@@CraftReaper-OmarFaruqTawsif thanks! :)
It does not help that the right channel is silent. Maybe a different mic or post-processing would also help. Maybe try your phone's voice recorder? Sorry, I don't want to look a gift horse in the mouth... Thanks for the video, I think I got the gist of how to do the effect anyway.
@@ThePlacehole thanks for the feedback. though it is hard for me to understand the issue. I do hear from both channels . But yeah! Time for some upgrade hopefully
Hello Omar! Your English is very hard to understand. Nonetheless, awesome video!
Haha I understand the problem. Would it help if I were talking slowly?
@@CraftReaper-OmarFaruqTawsif Its the accent
this was genuinely so frustrating to watch. i could not understand what you were saying. please add subtitles
wow thank you
Thank you! I love your work! 💪💪
@@CraftReaper-OmarFaruqTawsif thanks so much , your painterly style is really inspiring
@@aliakdogan9426 Thank you! :D