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File: normals.jpg (269 KB, 3000x1260)
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i fucking hate normals, i love hard surface but hate fucking normals, give your best normal tuts, lectures, videos, red pills and black pills please.i need to kill this demon
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all of those look terrible
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Why are all your bakes non-averaged?

Just go watch the Knife, AK or Mech tutorial from Chamferzone to learn how to bake properly.
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https://drive.google.com/file/d/0B02lElvs8BcvYllmQWpXUGxod3M/view

This document should cover everything you guys will ever need.
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>>597241
>i fucking hate normals
why?
they're literally the easiest thing to bake.
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There was somewhere a brilliand addon to blender that would set up normals perfectly, eliminating all those odd shines. Can't recall the name though.
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>hard edges
>soft edges
>weighted normals
>baked bevels

that's a good way to overcomplicate 3D.
what happened to, you model, you bake?
some dudes here on /3/ are obsessed with getting perfect custom normals and along the way they bamboozle all the new users that take interest in 3D.

you want the red pill? the use case for custom normals is so weak you will probably never need it
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>>597287
Someone finally said it. Thank you.
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>>597287
>>597289
Once you get used to a 2d kitbash normal workflow in quixel everything goes so much faster.
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>>597287
>you want the red pill? the use case for custom normals is so weak you will probably never need it

Controversial stuff anon. Controversial indeed. But worth a moment of thought....

Reality is though - if you're on here, you're talking to kids/students. Kids and students need to know how to do this shit, regardless of how often they're gonna be called upon to do it.
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>>597287
>bamboozle all the new users
fuck them
Its every man for himself
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>>597287
>what happened to, you model, you bake?

Hasn't been that way for anyone trying to bake hard surface.

Speaking from experience, anyone who tried baking hard surface normals would rage for hours/days not knowing why they keep getting results like the first one OP posted.
Like OP said "i need to kill this demon".
I know what he's going through.

Stick with it OP.
Once you can bake hard surface normals, all other baking is a cakewalk.

The simplest way I can reccomend to do it OP, is that for hard edge angles 90 degrees or less, seperate those UV faces to make a UV island, harden the edges of that UV island, USE A CAGE, THEN bake.
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>>597241
what >>597309 said, and try Handplane baker.
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>>597300
>kitbash
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>>597241
Just use bevel shader and be done with it.
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Unreal engine; face-weighted vertex normals. Default material (no custom normals).
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>FUCKING NORMALS

https://www.youtube.com/watch?v=WWiRwIw_hFA
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>>597255

This. Guide gives a very good explanation of everything. Also pic related; shows common mistakes people make and their results.
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>>598128
Oh no 3 years worth of 3d knowledge explained in a single picture !!!! stop it now, noooooooo

I really dont get what problems people have with normal baking, this pic literally sums up all you need to know, dont smooth normal over too harsh angles, split your uvs where seams will be too obvious, but ignore in places where nobody ill notice.
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im not a huge fan of what tutorials are teaching people now - dont want to point fingers on people, but all you need to get a good bake is to have smoothing groups synced with uv chunks, and smoothgroups set up so the hard corners are separated, something along 30-45angle works. Then you can bake it even straight from 3ds max and get great results that works in all engines without too much problems or need of re-calculating tangent space.
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>>597241
ROG map master race xD
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>>598554
whole industry uses roughness, metalness, ambient - roughness metalness ambient, RAM or its deriteratives, like RMA or MRA. Not sure why would you need glossiness and roughness on one map, since they're almost identical, just one is inverted.
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>>597241
from left to right
>thin walled plastic to showcase figures and toys
>only suitable for foam-backed, pleather lined tiles
>paper wrapped
>a complete fuckup
>like origami that has been creased and folded too hard so all the sides are fucked up
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>>597309
>The simplest way I can reccomend to do it OP, is that for hard edge angles 90 degrees or less, seperate those UV faces to make a UV island, harden the edges of that UV island, USE A CAGE, THEN bake.
Also note that it ain't going to be perfect, but close enough that you won't tell the difference.
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>>597245
because he doesnt make it easy to understand you retard i watched it many times and it still makes no sense and, a good tutorial is where it makes sense and doesnt leave the suer with mistakes
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>>597241
but look at this anon:
https://youtu.be/Gl0zGc8XJCE#t=4294
it's just a flat sprite that isn't even a 3d model
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>>600117
>because he doesnt make it easy to understand you retard

Yes he does, he makes it so easy that children can understand it. You're the retard here.
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>>598554

>babbys first channel pack




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