Very cool series of clips and well explained again. Thanks! For me I would like to see what to do with all the separate bakes in something like Unity
@grabbitt
4 жыл бұрын
I will eventually 😃
@JonathanKron
4 жыл бұрын
Thanks for the tutorial! Really helpful
@grabbitt
4 жыл бұрын
Thanks :)
@kenmillionx
4 жыл бұрын
So great to watch.. Am planing of leaning blender...
@SonicDino77
4 жыл бұрын
Do it, its fun with the right tutorials. I recommend the beginner series by Andrew Price (Blender Guru) You will learn a lot from that. And the tutorial by Grant of course 👍😁
@xantishayde-walker4593
4 жыл бұрын
Great video series, Grant. Rock on! Ok, I'll see myself out now. ;)
@mariocasallas
3 жыл бұрын
You are the best!!! this is so understandable, so clear, fantastic, thank you, thank you!!!
@modelrailenthusiasts
4 жыл бұрын
Am I will hand painting instead of texturing as a same way? I learned all of blender things with your courses.Thank you Mr. Grant☘️
@karraryahya8496
3 жыл бұрын
Thanks
@SonicDino77
4 жыл бұрын
Happy New Year 😊👍
@grabbitt
4 жыл бұрын
you too :)
@Glowbox3D
4 жыл бұрын
At 4:05 you go into baking out the 'other' nodes--the color, the roughness, etc...but didn't you just have us bake the color? I painted on Rock Col, and saved that image. Then I need to bake out the color again by ctrl-shift, and using 'that emission'? Which is the color? Then we ctrl-shift click the color ramp (roughness), and we want to bake that out too? Do I need to create a roughness node, select high then low poly, create a texture and bake...the whole thing again for roughness?I think I'm confused...when we 'bake' are we not needing to select the high and low poly, create a texture to bake on and bake it? Or at the 4 minute mark, are we just isolating a node and saving it? You'd think I could finish up on my own here, but for some reason, things aren't doing what I think they should, and I'm unclear on baking the last two elements (color and roughness). Thank you. Fantastic tutorial! So much to learn which will help in so many other areas.
@grabbitt
4 жыл бұрын
you are baking out the entire input for the colour so what ever is plugged into that is being baked out
@Twenathee
4 жыл бұрын
Yup, I got confused there too, and still is xD. When I try to bake the roughness, (have created a new texture, added a node, clicked high and low poly object but when I press bake. my texture goes all black. If possible, I need more details on how to bake roughness and Color. Thanks :)
@DavidAllen_0
4 жыл бұрын
@@Twenathee *Bake the same texture map that you just textured so it gets the 16px (default) margins which soften seams* *You're baking using an Emit because the viewer node is an Emission shader node* *You're getting black textures because you're baking using Glossy or Roughness from the Bake menu. You're baking an Emission which removes all shadows and leaves a pure diffuse result. So, to make it work: you'll need to bake your cavity / gloss / roughness map with an Emit.* Why? *Because the shader is an Emission* :) Oh, and you're baking with "Selected to Active" turned off. You're only using the LowPoly mesh now. The HighPoly mesh was/is only used for baking the Normal / Bump / Displacement, Ambient Occlusion (AO) and Cavity maps. In this series, we only did the Normal (better than Bump and Displacement requires physical geometry. So Normal is the absolute best option. You can do a bump map but it isn't necessary) Map and Cavity map which should be mixing with your texture map and set to Multiply for the shadows in the cracks / crevices. I hope that this helps!
@eniskwp
4 жыл бұрын
@@grabbitt Thanks for your videos and also for answers to questions in comments. I learned so much from them. But I too am confused about the last bake part that you didn't show. Not sure if I do it right. So I want to write the steps I follow and if possible confirm them 1- Deactivate "Selected to Active" option. CTRL+Shift+LMB on Multiply Node. With Bake type Emit, I select Image Texture named Rock Color and hit Bake. So is the color baked? 2- You show Color Ramp node as Roughness but where do we bake it onto? Do we have to create another image texture for roughness?
@remus1035
2 жыл бұрын
Awesome stuff :)
@_s_s_world_
2 жыл бұрын
So. if I understand correctly. detailed texture is should painted on lowpoly mesh (over UV) because of shading in viewport projecting normal map and user can see it as highpoly with all geometry...? because its first time I preparing doing this thing after retopology, and pipeline was unclear until this moment ) hope in 3.0 its all the same. Great video!
@grabbitt
2 жыл бұрын
Yes your getting the idea
@LaszloIvanyi
4 жыл бұрын
This is good. Would compliment this video if you'd make some stylized rocks (maybe you did?) and how stylized models fit into this, maybe mix some PBR workflow with stylized looks perhaps? Maybe it's just personal taste but I like stylized looks better then realistic. You can also talk a bit more about poly count in general with a bigger scene? and how a certain polygon count effects performance? Maybe you can explore putting these assets into game engines in later videos? Trying to build a level with the models you made so far? It would give insight to how it effects a scene in a game engine if your rocks are 270 tris vs when they are 10k tris? And how low you need to go generally with typical models? Like rock ~300 tris, tree ~1200 tris etc.. Don't misunderstand, this is one of the best series on the channel, everyone coming here absolutely needed it. just giving ideas, if you feel the need to explore after this..
@grabbitt
4 жыл бұрын
I dont know the direct effects because i have not had enough experience but i may do something similar in the future
@dopplegangerdavid
4 жыл бұрын
Grant Grant! Don't do rocks anymore! Do "the" Rock!
@shazam1334
Жыл бұрын
in 1:24 my rock just goes pitch black without all those normal-map details on it like yours . What to do bro?
@protossscud8435
4 жыл бұрын
Can please make a realistic old pine tree on it's bark and needle leaves ?
@grabbitt
4 жыл бұрын
i was thinking of doing a tree next for this scene :)
@Suggo
4 жыл бұрын
@@grabbitt I second a pine/spruce tree, specifically!
@DavidBoura
4 жыл бұрын
@@grabbitt then if you could turn it into a Grant piano?
@AnotherCoyote
4 жыл бұрын
Wow my rock looks terrible. It just looks like smooth sand stone soap, now. Wish I could find those same rock textures you're using, Grant but Textures.com seems to be fresh out.
@grabbitt
4 жыл бұрын
there are lots on there :) search cliff and other things
@AnotherCoyote
4 жыл бұрын
@@grabbitt thanks! searching cliff it is!
@AnotherCoyote
4 жыл бұрын
So do we not paint colors on the high poly rock? Is the high poly rock only ever used for baking the normal map? I always assumed in the past you start by painting the color on the high poly model, then sculpt the Ambient Occlusion details onto the high poly model next, then after EVERYTHING else, you finally make the normal map so the normal map looks like it belongs on the same model as the color, texture, ambient occlusion and roughness. Something seems really odd about doing the normal map before doing all the other details..... Maybe I'm just saying this because I have a round vaguely rock-shaped object with no actual details on it as a result after doing this tutorial series. I'll go back and do this again and try to figure this out.. after I ask some normal map questions on the Blender discord.
@grabbitt
4 жыл бұрын
high poly is just for normal map and cavity map
@AnotherCoyote
4 жыл бұрын
@@grabbitt That really helps me to hear high poly is just for the normal and cavity map, Grant, thanks a lot! :)
@ahmadelsaegh282
4 жыл бұрын
We'd like to know about the cute man texture :D
@grabbitt
4 жыл бұрын
cute man texture?
@ahmadelsaegh282
4 жыл бұрын
@@grabbitt yeah at 2:33 there's a file called cute man low poly
@kuningassukka
4 жыл бұрын
Idk if anyone else is facing the same problem that I was, but when I tried to bake the roughness map at the end it just didn't want to bake it to the texture I had created for it (and had that image selected in the Image editor). Instead it always baked it to some totally random texture, overwriting some other texture in the process (like the normal map for example). Is that a glitch of some sort or am I just failing? Anyway, I think I found a solution to fix it - go to edit mode, select the whole object, switch the Image editor type to UV editor and then click Bake. After like 6 or 7 times of failing this finally did it for me and it baked it to the right texture. Idk if any of those steps are unnecessary, but better safe than sorry. :D Just thought I'd share in case anyone else is pulling their hair out with this.
@grabbitt
4 жыл бұрын
unfortunately baking can still be a little glitchy in blender
@hlahtunthein2830
3 жыл бұрын
Sir , could you make this tuto series into one playlist please
@grabbitt
3 жыл бұрын
I have done
@hlahtunthein2830
3 жыл бұрын
Thank you sir
@gXxaxx
4 жыл бұрын
My final model output is an md2 file. Looking for clues or tutorial that will show how to bake the diffuse and normal map into a single final image file. Is this covered in one of your tutorials?
@grabbitt
4 жыл бұрын
no i've not done that before
@gXxaxx
4 жыл бұрын
@@grabbitt Thanks for letting me know. Mucho quick response. Appreciated. Still working through the videos. Really like the pacing and presentation.
@michaelwiles5363
4 жыл бұрын
Im not sure I followed the ending - what/why are we baking the colour texture that we just painted?
@grabbitt
4 жыл бұрын
To combine it with the cavity
@damion2747
4 жыл бұрын
Hi Grant every time I try to to back color and roughness maps it always over wrights somthing elce instead of the texter I have made for it I dont really know what I'm doing wrong
@grabbitt
4 жыл бұрын
Check the texture is actually selected
@Andy_S79
4 жыл бұрын
♥️❤️♥️
@darkknight4353
4 жыл бұрын
Grant..you use adobe premier to edit and Use OBS for recording?
@grabbitt
4 жыл бұрын
indeed
@darkknight4353
4 жыл бұрын
you buy rock textures from Textures.com ? or free ones? because i looked for rocks like you have but they all are premium
@grabbitt
4 жыл бұрын
just a simple rock texture is only 1 credit and you get 15 free credits each day
@katarinaivic3278
4 жыл бұрын
no matter how many times I try I always get the visible border on my normal map, appearing on the parts where seams from my islands on uv map are:(
@grabbitt
4 жыл бұрын
have you got a subdivision surface on you model?
@Glowbox3D
4 жыл бұрын
@@grabbitt Make sure you save your texture and change the node to 'non color data'. That will get rid of seams from odd color data.
@emanuelgherman5816
4 жыл бұрын
I did a tree and had the same issue, but I saw that in some parts where I also marked seam the texture was ok, so I concluded that it may affect the UV unwrap how you mark the seam also when I plugged in the image texture node with the normal map to normal in the Principled BSDF I saw that I forgot to connect it through the Normal Map node, so make sure that you have it too
@DanDan-in3fj
4 жыл бұрын
Looks like it's not easy to create the final maps. You have to bake the cavity, add colorramp and mix shade, and paint it ,and bake again for final maps....maybe some genius could create an addon?
@Glowbox3D
4 жыл бұрын
I know...Substance Painter is SO MUCH EASIER! Just set things up and bake, and it gives you ALL the maps ready to go. This bake every map thing is a bit tedious and frankly slightly confusing. I get PBR concepts and what we need, but it's just strange the way we do it here.
@maristelapinardi
4 жыл бұрын
And the next? I'm waiting part.6.
@maristelapinardi
4 жыл бұрын
Really dont understand about the baking end for 2048* resolution . Because i'm created the itens for Second life, but the image inside show me blurry. U can help me? Send me email for help? My account discord is crowley#6188. Thankyou Gran! Soo much
@grabbitt
4 жыл бұрын
not sure what your problem might be i'm afraid
@maristelapinardi
4 жыл бұрын
@@grabbitt I followed all the steps, just this n.5, stopped in the final texture, so I should just create Bake for everyone? and come out perfect ?. Recently I tried to learn to put various types of brushes as well, but I confess that I am having difficulty. Try several videos, but could you explain with your words? I'm trying to adapt to 2.8, but I can't find the "T" side images for Set origin and others that are there too. The new version left me confused about the sidebar. Another doubt would be to add shortcuts. I still haven't found videos for that at 2.8. For that reason still use 2.79. Regarding Second Life, I was saying that when I put the final texture into the game, the resolution reads only 2048, even so there is the blur as I mentioned. Thankyouby Brazil
@grabbitt
4 жыл бұрын
@@maristelapinardi i'm using 2.81 which has a few more features. I cant quite understand your other questions though
Пікірлер: 69