As a final extra, you can record all of these steps as a Photoshop Action, so that whenever you want to repeat this process you only need to push a single button. Great tutorial!
... But the overlayed layer lost the blue channel info sir, you need to do 1 step more, duplicate the above layer (the overlayed layer), place it at top, turn overlay blending to normal, then on Blending Option, turn off the red and green channel (still blue there), that will keep the blue info. The normal map will have correct color result.
Great result indeed! But one more time a "How to" tutorial while we need a "What is the problem to solve". This makes the process hyper complicated, impossible to remember and ultimately degrading for the intellect. Thank you anyway for this cooking recipe, it meets a need.
If you want to take out colour channels, just right click on the layer, select blending options and untick the colour channels you don't want, this will also blend the left over channel with the layer under neath.. easy!
may be obvious but for gimp users following along where he lowers the constant in the channel mixer you can just reduce all values by 50 for the same result
Just select the bucket tool, press CTRL+X to remove the entire image when you're painting the channels black and then use the bucket tool to fill the entire screen instead of using the brush. You might miss 2 or 3 pixels otherwise.
By the way, this really needs to have a macro set up. Pain in the ass to do for 100 textures. And for some reason, when you make a macro with this guide, it adds smart filters for no reason which totally break the textures.
This is a great tutorial, though I have a procedural question. I've noticed that after the Channel Mix step, the 'black' background I get isn't actually black, but #010100, and this does affect the entire normal texture very slightly in the end. Setting the constant to -51 for the add layer instead of -50 seems to correct this, but I imagine it's throwing something else off. Is there a better way to go about this? EDIT: Nvm, between the three textures this does seem to cancel out, and neutral #8080ff remains as it was.
Not for nothing, but I'd never figure this out in a million years. I'm learning Marmoset, cause I need to bake normal/AO/Displacement maps better than SP can do. Combining this way, if I can't do it directly in SP for some reason is the backup I needed to learn how to actually make good normals before in UE5, we won't have to care about geo at all...
As a final extra, you can record all of these steps as a Photoshop Action, so that whenever you want to repeat this process you only need to push a single button.
Great tutorial!
That's what you should do. Good luck doing the steps in this video for say 50 different texture maps.
Double click the layer. Turn off blue channel. Set that layer to overlay. Done :)
all hail to simplicity.
Thank you great sIR!
Why should we turn off the blue channel?
@@victoralexandersilva5212 Red color is left
ight light angle, Green is top\bottom, and Blue is front\back. Why you turn OFF Blue when combining? IDK
... But the overlayed layer lost the blue channel info sir, you need to do 1 step more, duplicate the above layer (the overlayed layer), place it at top, turn overlay blending to normal, then on Blending Option, turn off the red and green channel (still blue there), that will keep the blue info. The normal map will have correct color result.
Great result indeed! But one more time a "How to" tutorial while we need a "What is the problem to solve". This makes the process hyper complicated, impossible to remember and ultimately degrading for the intellect. Thank you anyway for this cooking recipe, it meets a need.
Man this is a clean tutorial, great work man!
If you want to take out colour channels, just right click on the layer, select blending options and untick the colour channels you don't want, this will also blend the left over channel with the layer under neath.. easy!
may be obvious but for gimp users following along where he lowers the constant in the channel mixer you can just reduce all values by 50 for the same result
Just select the bucket tool, press CTRL+X to remove the entire image when you're painting the channels black and then use the bucket tool to fill the entire screen instead of using the brush. You might miss 2 or 3 pixels otherwise.
By the way, this really needs to have a macro set up. Pain in the ass to do for 100 textures. And for some reason, when you make a macro with this guide, it adds smart filters for no reason which totally break the textures.
Not really simple and easy to remember, but good result !!
Thanks !
oof thanks a bunch. this deserves millions of views.
if I could leave an extra like for every time I watch this
wow..amazing thank u! how did u end up with this so complex workflow?! xD
plzzz more tutorials like this
thank you 👍🏼
Great, it helped a lot
great video.
Levels step doesnt really do anything from math perspective but its useful to remove channels from layers
Thank you, that went smooth!
This is a great tutorial, though I have a procedural question. I've noticed that after the Channel Mix step, the 'black' background I get isn't actually black, but #010100, and this does affect the entire normal texture very slightly in the end. Setting the constant to -51 for the add layer instead of -50 seems to correct this, but I imagine it's throwing something else off. Is there a better way to go about this?
EDIT: Nvm, between the three textures this does seem to cancel out, and neutral #8080ff remains as it was.
amazing
Thank you a lot!
How do you know all these numbers? Thats amazing! Do you work as a 3D artist or texture artist?
No constant value in the recent version of gimp's channel mixer.
dude, thats the hard way making combined normals, you can just use ADD and remove blue channel in channels
why do we need to remove the blue channel?
This is fucking brilliant
Thank you!
Not for nothing, but I'd never figure this out in a million years. I'm learning Marmoset, cause I need to bake normal/AO/Displacement maps better than SP can do. Combining this way, if I can't do it directly in SP for some reason is the backup I needed to learn how to actually make good normals before in UE5, we won't have to care about geo at all...
Remember that unoptimized assets still weight a lot of MB, so for the shake of less disk space usage, normal mapping will still matter I believe