This tutorial series is way too underrated! Everything was super easy to follow, and the accuracy to the game in incredible!
@rachit76458 ай бұрын
Did not expect to see you here
@Rune3D9 ай бұрын
I'm currently using these tutorials to help me setup my first Vtuber model! I love how clearly you explained all of the shader steps, and the specific reason behind EVERY single node- which is just crazy to me. Most tutorials will just tell you "Ehh just put a multiply node, then a normal map..." This is so useful, it's crazy. Thank you for all of the effort you put into this video!
@buildermonkey22296 ай бұрын
Note that the enemies have glowing eyes, so you can use their albedo textures as the emission color for the same effect
@scientist1182 Жыл бұрын
absolutely amazing tutorial, genuinely criminal that it mostly has less than 100 views per video.
@Totorus Жыл бұрын
Thank you so much for this series of tutorials!... Greetings!
@solo_741 Жыл бұрын
absolutely goated tutorial thank you jud 🙏
@TheGamersState4 ай бұрын
Can you please make a tutorial on how to setup the shaders for the UMii Models?
@slash3828 Жыл бұрын
I didn't get everything, but I learned a lot and it was a lot of fun so thank you.
@MottledYeen Жыл бұрын
First off, thanks for this fantastic series. You explain everything so damn well and make node setups so easy to follow. With TotK though, how would you set up the new texture for Link's arm? Looks like an overlay transparent file. I know this series is focused on BotW but would it be easy enough to do so? I do have the ripped models if needed as well, since they aren't on Models Resource quite yet! ♥
@Thejudsub Жыл бұрын
If you're referring to the Albedo alpha channel, its just a simple case of plugging the Albedo for the Rauru skin and regular Link skin texture into a MixRGB node, and plugging that Rauru skin texture alpha channel into the MixRGB Fac input. The main body and the arm share the same material
@radicalbro586911 ай бұрын
Hello Kevin. I wanted to ask you how I could go about learning about shaders and the vector math involved so I am able to make shaders on my own. For example I want to create the shading from The Wind Waker HD. Where would you recommend starting out? Thanks.
@TheThehwashere Жыл бұрын
this is really nice. nice work. How would you apply this shader if you don't have a normal map like a custom character? cuz this entire shader is driven by it
@Thejudsub Жыл бұрын
Just put in an RGB node instead of a normal map texture. Set the color to Red0.5 Green0.5 Blue1.000
@st4rl0rd1010 ай бұрын
For this type of shaders is needed any kind of specific modeling or sculpting? Cause Im trying to create a model and add a similar shade to it. Nice videos by the way
@Eikori Жыл бұрын
I bought the Blender project on gumroad but I didn't manage to make it work on the ModelRessource Link model. Only the eyes are working properly, i've named the different UV maps to layer 1 and layer 2/ put the right textures in nodes but I still do not manage to make it work properly. Have you considered making a tutorial for people buying the shaders directly ? Would be really helpful
@Thejudsub Жыл бұрын
Youre not giving me a lot to go on for what went wrong. How did you apply the material? What does the model look like right now with the shader on it? Did you append it to your blender project, as you should? Did you delete the Sun or Empty? Did you put the textures in properly according to the directions at the top of the texture nodes?
@Eikori Жыл бұрын
@@Thejudsub Not the easiest way here to explain I agree haha I followed the "readme" recommendation, so I appended the blend file to the project where I imported all the Link models (clothes, hair etc). When I append it the way you suggest, it import the Sun and the empty, nothing else. So I append it by importing the whole collection and got the materials, so I was deleting the nodes and replacing it with your shader nodes. I put the exact right texture you labelled at the top of texture nodes. What I have is weird texture, for the hair I just don't have one. Append your blend file is the only action we're supposed to do ? As I said earlier a quick tutorial would be super helpful on your channel if you can of course ☺
@Thejudsub Жыл бұрын
@@Eikori I dont know what could be wrong aside from the fact that maybe you have a blender version earlier than 3.3, which could cause compatibility issues. Theres also probably the issue of ModelsResource splitting up channel packed textures like the SPM, which does more harm than good. But aside from that, the process should literally just be appending the material, slapping the material on the model, and putting the right textures in.
@Eikori Жыл бұрын
@@Thejudsub If we can discuss about it tell me where we can, that would be great
@Eikori Жыл бұрын
@@Thejudsub I managed to fix lot of issues but still remains some : Forced shadows are not showing on the face, one ear has a bugged texture. Other than that I fixed everything
@mferr114 ай бұрын
Did you ever end up finishing the grass shader?
@CheeseDelivery Жыл бұрын
For Characters Like Ganondorf in TOTK, DO NOT REMOVE THE EMISSION ON THE EYES. (unless of course its normal ganon, and not his demon king forms)
@Thejudsub Жыл бұрын
His eyes are more than just emission. Thats a whole custom shader setup with flowmaps and stuff.
@slash3828 Жыл бұрын
I want to ask that what would I need to do if I want to use this shader on other models which have same model and texture for whole body (something outside the game).
@Thejudsub Жыл бұрын
i cant really answer that since it depends heavily on the context of what youre working on. Like theres an infinite amount of workflows and artstyles that different game developers use. Like if you wanted to cel shade God of War Ragnarok assets, thats pretty much impossible without making all new textures since these shaders rely on flat-colored albedo textures and models with simplified detail. All i can say is that you should use what you learned here in the tutorial, and also learn how the non-zelda models are set up as well
@trentnordhagen Жыл бұрын
Should I be using specular maps with sRGB or non color. I looks like you do sRGB sometimes but I might be missing something.
@Thejudsub Жыл бұрын
yeah im not 100% sure on that, but i just do sRGB
@luigitko Жыл бұрын
specular maps (black and white) are usually non color
@TubeBOI15 Жыл бұрын
couldn't you just move the left eye's UV map to fix the eye glint issue?
@scientist1182 Жыл бұрын
you could, but preferably when recreating assets from other games inside of blender or another game engine, you usually would want to preserve as much of the original data from the models as possible incase of any potential problems arising from you directly editing the data
@Thejudsub Жыл бұрын
@@scientist1182 ^exactly. I prefer the non-destructive workflow. Plus i dont want to have a whole 5 minutes dedicated to the UV Editor, UV grid snapping, hitting L in Edit Mode to select the whole eye, etc
@oseibaah1967 Жыл бұрын
Hi Kev, is there a way to get the shader out out blender into a different software ?
@Thejudsub Жыл бұрын
Not automatically, no. Pretty much every software has a different way to make shaders, so conversion is impossible. Its extremely rare to be able to do that. The only way to do it is to look at the techniques i employ here, and manually recreate them the way the new software does it. However I will say that these techniques are pretty standard, so your preferred software can definitely do this too. C4D, UE5, Unity, and Maya are all capable of doing it.
@oseibaah1967 Жыл бұрын
Thanks for the response@@Thejudsub
@2021DumpsterFireToons Жыл бұрын
The hair shader better work with dogs. Or else…..
@Thejudsub Жыл бұрын
nah you wanna use the clothing shader for that. The clothing shader is like the all-purpose shader. The hair is specific to human hair. And the skin shader is specific to human skin, excluding monster skin