Hey, we were just learning about this in class yesterday and to be honest it was more like a presentation than a real lesson. So glad you covered this today, perfect timing! 😃
Great video! I always use either normal or displacement, but watched, because I was curious about bump. Good to know it's more or less outdated and I don't need to think about it. At 9:44, you say the bump map is definitely going to give you a more realistic result. You meant to say the normal map. Just wanted to point that out.
Yes I caught that too, I'm glad you pointed it out. I've been running my own experiments in Blender and I'm finding that Normal Maps are generally looking weak and flat, whereas using Displacement Maps (as a bump, not for physically pushing vertices) is looking WAY better. I don't get how Normal Maps are supposed to be "better" but I used to just flat-out believe it. And in some scenarios, combining displacement with normal maps makes the result even worse thanks to the normals either flattening details or creating unrealistic shadows because it's bending some normals too far
Thank u so much ..... I was eagerly waiting for ur explanation on this topic..... because I knew u will make it super simple, which is impossible 90% of tuters...❤❤❤
Greetings from Spain, and thank you very much for all these very interesting tutorials..., as I have been able to interpret in the tutorial, (through Google Translate..., because the UA-cam Translator..., in this video does not want to work. .., and this is a real problem for those of us who are not very fluent in English...as is my case...who have to "interpret" more than half of the information...even when it is translated. .), you recommend using the bump map, to increase the details, when we work with a Displacement map in our model..., but my question would be... why not use the "Normal" one for these details, If in theory the lighting and shadow effects in the model improve..., it is perhaps to save on consumption by having to "load" this second Normal Map..., or there are other reasons for choosing the bump instead of Normal .., ...and since I'm here..., I take this opportunity to ask you..., when applying the Displacement Map, you need to increase the subdivisions (5 times I think I remember in this case...), to match the geometry to the original of Zbrush..., but..., does this really happen like this...?, that is... does the Geometry actually get subdivided in a real way...?.., doesn't this represent an "increase in Weight "in the scene...?,...is this process recommended...? ..., or only for static renders..., without animation..., and for Game engines the Displacement map is recommended...?..., phew..., many questions..., and the worst thing is that I almost know the answer to some..., but maybe I'm looking for confirmation..., thank you anyway for all this magnificent dissemination work..., y Un Saludo.
Hi Abraham. Greetings from Spain! Your video are jewels. Thank so much for waking a passion up in me for 3D. Could you make a video explaining how to combine displacement for low freq and normal for high freq, both exported from zbrush and then imported into substance for texturing? Thank you so much!
How do people watch and do the course especially when they are around 16 hrs +? 1) Do you watch the video pause and then do what was shown in the video? 2)do you watch the video, pause take notes and screen grabs and then do what is shown in the video? 3) do you watch the entire video then do what was shown in the tutorial? What's the best way to learn and progress through these tutorials? i use number 2, but it takes me forever to get through any course
I've never bought a course but I did many 10 hrs+ multipart tutorials on YT, and how I tackle them is to kinda watch it three times lol like so: 1st time is for just doing the tutorial, following step by step, no need for any notes and no worrying about things you didn't understand, just follow the tutorial 2nd time is for doing the tutorial, again, follow it step by step but this time you analyze the hell out of it on the parts you didn't fully get the 1st time. This would be also the time to take the notes (if needed), or even better and quicker - timestamp the video with short descriptions, if you need help on the 3rd time or in the future you have the list with the timestamps and can just click and see. 3rd time is to apply what you've learned by yourself, if you're stuck on something you can take a peek at your notes/timestamps and go on with your work I think timestamping instead of taking notes and screengrabs would benefit you in speeding up the workflow and maybe helping you assimilate the material faster, it's kinda the same with the screengrabs and timestamps anyway, it just depends if you learn faster by watching or faster by writing stuff down (...sorry if it's incoherent mess of a comment, it's late here)
I personally recommend following along by watching a video and moving forward with your project until you match the video, that way the info is still fresh and you learn along the video. Hope this helps and good luck in your journey!
Hi I have a question if you can help me... I want sculpting and export normal map for my low poly to unreal ungine this is normal ? Or use decimation master !!!!
hi! i've got a question! i was taught to use UV tiling mode UDIM(Mari) i've tried it both with and without this and I cannot see a difference in the renders.. what would be the reason to use this?
We worked on it during the Livestream this week! Check the Livestream section on the channel :) we covered some modelling and texturing. Will continue with more next week
Great Question, gonna try to explain. There are two main ways to display graphics OpenGl and DirectX, you might have seen this in games and such. Well depending on what platform you are using the Normal Maps should be setup in a specific way since each system (OpenGl and DirectX) process the normals in a slightly different way. The Flip F and/or R allos us to flip the normal map from one system to another. Thats it, most 3D softwares have this option in some way or another to make Normal Maps work as best as possible. As for the GPU vs CPU, Gpu will give you faster renders but less precise, Cpu will be more precise but longer. Dependeing on what you are rendering you will need one or the other, however for most things GPU will give great result at lower render times.
Hey, we were just learning about this in class yesterday and to be honest it was more like a presentation than a real lesson. So glad you covered this today, perfect timing! 😃
Great video! I always use either normal or displacement, but watched, because I was curious about bump. Good to know it's more or less outdated and I don't need to think about it.
At 9:44, you say the bump map is definitely going to give you a more realistic result.
You meant to say the normal map. Just wanted to point that out.
Yes I caught that too, I'm glad you pointed it out. I've been running my own experiments in Blender and I'm finding that Normal Maps are generally looking weak and flat, whereas using Displacement Maps (as a bump, not for physically pushing vertices) is looking WAY better. I don't get how Normal Maps are supposed to be "better" but I used to just flat-out believe it. And in some scenarios, combining displacement with normal maps makes the result even worse thanks to the normals either flattening details or creating unrealistic shadows because it's bending some normals too far
really short concise AND REALLY HELPFUL tysm
I really have a hard time with textures this helps a lot
My pleasure!
Thank u so much ..... I was eagerly waiting for ur explanation on this topic..... because I knew u will make it super simple, which is impossible 90% of tuters...❤❤❤
My pleasure! ☺
this is the perfect tutorial, thanks you so much!!!!!!
Happy to hear it! ☺
Thanks teacher!!!
You are welcome!
thanks for this overview of the maps. :)
No problem!
Very cool video, something that sticks to rest of your life :)
Absolutely!
It would be cool to learn more about DirectX and OpenGL differences, definetely
amazing tutorial, do you have an idea why arnold freeze after rendering using this method?
Thank you so much! I'm new on learning 3D and everything about it and you explained it so well! 🤗
You are so welcome!
Thank you!
You're welcome! 🥰
Greetings from Spain, and thank you very much for all these very interesting tutorials..., as I have been able to interpret in the tutorial, (through Google Translate..., because the UA-cam Translator..., in this video does not want to work. .., and this is a real problem for those of us who are not very fluent in English...as is my case...who have to "interpret" more than half of the information...even when it is translated. .), you recommend using the bump map, to increase the details, when we work with a Displacement map in our model..., but my question would be... why not use the "Normal" one for these details, If in theory the lighting and shadow effects in the model improve..., it is perhaps to save on consumption by having to "load" this second Normal Map..., or there are other reasons for choosing the bump instead of Normal ..,
...and since I'm here..., I take this opportunity to ask you..., when applying the Displacement Map, you need to increase the subdivisions (5 times I think I remember in this case...), to match the geometry to the original of Zbrush..., but..., does this really happen like this...?, that is... does the Geometry actually get subdivided in a real way...?.., doesn't this represent an "increase in Weight "in the scene...?,...is this process recommended...? ..., or only for static renders..., without animation..., and for Game engines the Displacement map is recommended...?..., phew..., many questions..., and the worst thing is that I almost know the answer to some..., but maybe I'm looking for confirmation..., thank you anyway for all this magnificent dissemination work..., y Un Saludo.
So good!
Thanks!
thank you
You're welcome! Hope it helps 😊
Hi Abraham. Greetings from Spain! Your video are jewels. Thank so much for waking a passion up in me for 3D. Could you make a video explaining how to combine displacement for low freq and normal for high freq, both exported from zbrush and then imported into substance for texturing? Thank you so much!
Awesoooome!
💯👊
This is perfect. I need this. Any chance for a tutorial on how to make and render jewellery?
Yeah for sure I will add the topic to the list!
hi thanks for tutorial. i got a question..can this be used in animation? because i want highpoly details to be alive when character is moving.
How do people watch and do the course especially when they are around 16 hrs +?
1) Do you watch the video pause and then do what was shown in the video?
2)do you watch the video, pause take notes and screen grabs and then do what is shown in the video?
3) do you watch the entire video then do what was shown in the tutorial?
What's the best way to learn and progress through these tutorials?
i use number 2, but it takes me forever to get through any course
I've never bought a course but I did many 10 hrs+ multipart tutorials on YT, and how I tackle them is to kinda watch it three times lol like so:
1st time is for just doing the tutorial, following step by step, no need for any notes and no worrying about things you didn't understand, just follow the tutorial
2nd time is for doing the tutorial, again, follow it step by step but this time you analyze the hell out of it on the parts you didn't fully get the 1st time. This would be also the time to take the notes (if needed), or even better and quicker - timestamp the video with short descriptions, if you need help on the 3rd time or in the future you have the list with the timestamps and can just click and see.
3rd time is to apply what you've learned by yourself, if you're stuck on something you can take a peek at your notes/timestamps and go on with your work
I think timestamping instead of taking notes and screengrabs would benefit you in speeding up the workflow and maybe helping you assimilate the material faster, it's kinda the same with the screengrabs and timestamps anyway, it just depends if you learn faster by watching or faster by writing stuff down
(...sorry if it's incoherent mess of a comment, it's late here)
@@catvoncat this is helpful!!! Thank you for this!!!
@@ILLRICARDO hey no problem and good luck with your projects
I personally recommend following along by watching a video and moving forward with your project until you match the video, that way the info is still fresh and you learn along the video. Hope this helps and good luck in your journey!
Hi I have a question if you can help me... I want sculpting and export normal map for my low poly to unreal ungine this is normal ? Or use decimation master !!!!
Hey , At 10:11, there you can see some black spots in there... why is it coming ? I'm facing the same issue too , any solution for that?
hi!
i've got a question! i was taught to use UV tiling mode UDIM(Mari) i've tried it both with and without this and I cannot see a difference in the renders.. what would be the reason to use this?
what is the specific title on skillshare if I want to find a course about this ?
What if you've already deleted your subdivs...? Will I just need to use Zremesh? And if so I suppose that means I'll lose details...
When will coming that japanese enivornment series ?
We worked on it during the Livestream this week! Check the Livestream section on the channel :) we covered some modelling and texturing. Will continue with more next week
what does the FLIP G channel or R channel mean?
also do you recommend GPU rendering or CPU? Ive noticed less fuzzyness in CPU but GPU is much faster.
Great Question, gonna try to explain. There are two main ways to display graphics OpenGl and DirectX, you might have seen this in games and such. Well depending on what platform you are using the Normal Maps should be setup in a specific way since each system (OpenGl and DirectX) process the normals in a slightly different way. The Flip F and/or R allos us to flip the normal map from one system to another. Thats it, most 3D softwares have this option in some way or another to make Normal Maps work as best as possible.
As for the GPU vs CPU, Gpu will give you faster renders but less precise, Cpu will be more precise but longer. Dependeing on what you are rendering you will need one or the other, however for most things GPU will give great result at lower render times.