You just saved my life; I've been on a long trail, an adventure that has lasted a very long time; Tutorial videos have come throughout my lifetime, Most of them, Recorded on some type of Ancient 240p Softwares. Usually not in english; But an alien language- FUll of breathing in the microphone, and The guy whispering to the point of RIP Headphone users. Usually forgetting what they're teraching mid way through the video. I feel like my quest for the holy grail has ended. Thank you.
@LC-yo3bj5 жыл бұрын
Lol
@TchenZMary5 жыл бұрын
😂
@AngryKittens3 жыл бұрын
Not to mention those other "tutorial" videos usually don't even talk about the topic until 2/3rds of the video. They spend the rest of it repeating really basic things you already know or talking about something else completely different.
@Belidos3D3 жыл бұрын
You mention that a color/albedo map can also be called a diffuse map, but its a little more complicated than that, and not always the case. The term diffuse generally refers to the pre-PBR DNSI workflow (Diffuse, Normal, Specular, Illumination) in which it was pretty common to use real world images as diffuse textures, or when using generated color textures, to multiply the Ambient Occlusion over the colors. So a lot of the time the difference between albedo and diffuse will be quite big as diffuse will contain light and shadow information whereas albedo will contain pure color.
@FayeDelusions5 жыл бұрын
You are a GODSEND. thank you so much for making this video!
@FlippedNormals5 жыл бұрын
Thank you! :D
@carlosmarcial615 жыл бұрын
Whoa! When I started doing 3D, I always wished for a video like this! 5 years later is here! Thank you FlippedNormals... keep creating such good content!
@FlippedNormals5 жыл бұрын
Thanks a bunch, Carlos!
@jeggzzzz5 жыл бұрын
One of the best texturing tutorials online. thank you. Perfect timing since I'm working on textures for my final project for school. I'm also one of the victims of albedo focusing. I'll be utilizing your advice regarding bump, roughness and spec maps instead. I work too much in stylized textures. I think that's why I focus so much on the diffuse map to assign most textures for hand painted textures. Always appreciate your videos, Henning and Morten!
@FlippedNormals5 жыл бұрын
Thanks a lot, Sebastian! We really appreciate it.
@ReedHeisleyShellaby5 жыл бұрын
Thanks guys! I'm learning 3D from home, and videos like this bring a lot of clarity. Looking forward to the texturing tutorial.
@zacharycottet18195 жыл бұрын
I like the way you guys explain the normal maps and bump maps. This will be needed for my classes at college
@Spag_Zonkman5 жыл бұрын
One of the best tutorials I've seen on all the different texture maps. Very helpful. Thanks!
@FlippedNormals5 жыл бұрын
Thank you so much!
@shashankhg72664 жыл бұрын
Don't mind me, just leaving a comment for the algorithm containing words like Awesome, Informative, and Great Video. Thank you for the tutorial. Was fun watching this now.
@CyclonicTuna0233 жыл бұрын
I know of a school here in the Netherlands (I applied for it), where they do actually teach you to handpaint normal maps. Its pretty cool actually. You get a much better understanding of how it actually works.
@Strubey5 жыл бұрын
Great video! Another good thing to keep in mind is that when you're working with metals and have the metalness set to 1, the "color" slot controlls the specular color, not the diffuse color since metals generally don't really have a diffuse component. So it's usually a good idea to keep that map in grayscale unless you want a very specific metal like copper or gold.
@rKringtonezone5 жыл бұрын
I am literally waiting for this for almost 2-3 months and guys do it for me. God blessed you sir you are my mentor after mike Hermes . thanks for this video.
@FlippedNormals5 жыл бұрын
Thank you so much! Mike is also great :)
@leevigalita8475 жыл бұрын
Nice video! Would have been cool to drop some words about the differences between Metallic and Specular workflows when it comes to PBR. I see a lot of people thinking that specular maps are something from the past, and who don't understand how it works in PBR specular. Keep up the good work!
@jeromyperez55325 жыл бұрын
Yeah, I had to point out to my students how we use Specular in PBR workflows. I think it is useful that they pointed out how different shaders use different specular/gloss/metal maps, but without a few specific examples kind of feels like a throwaway point.
@jassem5004 жыл бұрын
@@jeromyperez5532 can I know what collage is teaching graphics design or what where is 3d art is being thought ?
@JavierGonzalez-qg5el5 жыл бұрын
You guys knocked it out of the park again. Thanks so much for this.
@FlippedNormals5 жыл бұрын
Thanks a bunch Javier!
@ramsharma89584 жыл бұрын
this is great video ,this is what i searched in the whole internet but finally found here...great work guys,thank you guys very much
@VicVegaTW5 жыл бұрын
Personally such good timing for my current stage. Thanks! Lighting next?
@TheRealSamKumar4 жыл бұрын
Bless you. OMG Hope you get more views and subscribers. I literally can't explain how glad i am to see this video
@FlippedNormals4 жыл бұрын
Awesome, thanks a lot Sam!
@jezelf27745 жыл бұрын
Height maps - Displacement/bump/normal - usage depends on the platform/goal and distance from POV. No point in using displacement if the final result a normal map will do, if you couldn't see the difference in any circumstance. In games (my area) , I consider displacement/bump as levels of details. For example, you can use a tiled displacement for rocky terrain, then add a tiled normal map as a detail map for when you get up close. They can both be the same shapes/source data, but at different scales and tile. In games, Normal map generally rules over the others. In Unity you can import a height map and convert it to a Normal map in the engine. This is helpful because you can author a single texture for a displacement and normal map and modify the normal intensity in the engine to be more creative based upon hat you're seeing in the engine. When you bake out a normal map, from another program like zbrush or Xnormal, you're 'locked' to those height values, which may be too subtle in the game engine and it need s bit bit of a push (even though you've correctly work to it being 'physically correct' ), with Unity there's an intensity slider and you can edit it quickly - I'm mainly referring to environment stuff here. Characters should be fine baking a normal map out. People are making really cool displaced stuff in Substance Designer, but it's impractical for games *atm* because the poly count the displacement requires is huge - but I'm sure in 10 years it'll be the norm. BTW you can paint Normal maps - well, edit them. You use the channels, regard them as gray scale with lighting coming from a direction (and use masks sometimes) then put them back into the channels. I wouldn't recommend it as an authoring technique; the values matter - but OK for any tweaks or edits if you can't eliminate it before a bake etc or there's a persistent few pixels that are causing problems. TBH it *is* bad practice, and not a good workflow in a team, cause if there's change later it has to be done again - so *always* better to fix in the source, but if it's just you and and there's little time for a deadline or it's a tiny edit, it can help as a last resort. Cavity and curvature maps can also be used on a height or albedo map, it's a cheat, but means everything lines up if you may want to subtly modify/exaggerate - e.g to use stylized cartoony stuff. In games, AO maps are not always used unless the scene lighting is locked. (shinning a torch in a dark room will 'break' an AO map) For this there's Screen Space Ambient Occlusion (SSAO) and so you don't need the separate texture.
@anthony_smysh2 жыл бұрын
Many thanks for this comment. Very cool and useful insides 🙌
@samyabraham56425 жыл бұрын
very informative video i never have been able to understand what maps is. Especially normal one thanks a million times for that video
@FlippedNormals5 жыл бұрын
Thanks a ton, Samy! :)
@chrisddawson4 жыл бұрын
This is a helpful video. Even for someone who has done this, both in the physical world and in the CG world, I found this a great resource. Thanks!
@Plentiy3 жыл бұрын
Das beste Video zum Thema dass ich gefunden habe. Vielen Dank!
@rKringtonezone5 жыл бұрын
I Learned substance painter from substance videos but not 100%. So I love to see your tutorials on substance painter core series .
@jack-hale5 жыл бұрын
Oh my god thank you. I've been sculpting for years and have No idea where to start with shading, rendering, texturing, ect. Hopefully this will send me on the right path
@FlippedNormals5 жыл бұрын
Awesome! We hope this helps :) We have a full Introduction series to Painter coming out soon too.
@kidehoward935 жыл бұрын
thanks for clarifying the uses/differences between bump, normal, and displacement!
@FlippedNormals5 жыл бұрын
Happy to help, Kide!
@woah98394 жыл бұрын
Feeling like some things are a lot more clear now. Thanks for taking the time to explain this all!
@lockenessmotorsports8185 жыл бұрын
Brilliant definitely getting the full tutorial when it comes out can't wait :)
@gamedev2513 жыл бұрын
thank you so much, super helpful, and one of the tutorials I can listen while resting my eyes XD
@FlippedNormals3 жыл бұрын
You're welcome 😊
@makentoarts9863 жыл бұрын
It's amazing explanation. Thank you!
@NightWarp5 жыл бұрын
Well done! Would have liked to see more of the bumb/normal debate in painter vs outside painter as its a part where i struggle a bit more but thats just me. More painter stuff please!
@lando65833 жыл бұрын
great video! thanks for keeping it general and abstract. I'm a unity developer and found this immensely insightful!
@fivemeomedia5 жыл бұрын
thank you! i remember when learning 3d this was the hardest subject its very hard to get clear info on this so thanks for this
@kimellis34683 жыл бұрын
Good teamwork! Great help. Thank you! : )
@kylisation5 жыл бұрын
NIce, been waiting for someone to explain the various maps!!!
@FlippedNormals5 жыл бұрын
Fantastic! We hope this helps then :)
@BlueprintBro3 жыл бұрын
Fantastic. I'm new to all of this stuff so this was so informative. Great explanation.
@MI3dART3 жыл бұрын
Amazing info! Learned a lot from it and it's very thourough!
@tylermiller92123 жыл бұрын
I'm messing around with Unity and it seems that it's pritty easy to tell the difference between maps used for movies and maps used for games. Also, you can use these maps for sprites in games to provide more detail.
@bivanzone3 жыл бұрын
This video is probably the best and most informative videos about 3D art I have ever seen. There is so much valuable information, not a second is wasted. Thank you so much guys, you have my subscription! But I'm just clueless about one thing. How do I create these various maps? Where do they come from? I imagine you can create them via modelling, photo editing or just straight up painting. I'm using blender but thinking of getting substance.
@ItsNuree4 жыл бұрын
Thank you for this! I have a few questions of my own, but I'll go and do more research about it. What matters is that I enjoyed watching, and I learned a bunch. Just wanted to add that your interactions with one another is genuinely fun and engaging. I wish I can have similar friendship with someone
@temptor75854 жыл бұрын
normal maps and bump maps are a godsend in video games
@cowclucklater8448Ай бұрын
You can paint normal maps you just got to do the colors separately and understand normals very well. Its hard though so most of the time you want to generate it unless its for something easier to paint, and theres reason to paint it.
@nadinheinke4 жыл бұрын
This was very helpful to watch, thank you
@theophileeyong7875 жыл бұрын
I already know this stuff, but I just had to come and leave a like. Love what you guys are doing!
@johnnydarling80216 ай бұрын
18:40 Considering that the Metallic Map is basically only going to ever be set to two values, is there a more optimized way of formatting it?
@skrap50083 жыл бұрын
I actually took notes from this. Thanks chads!
@jclefbouncyrock5 жыл бұрын
Thanks, guys - great tutorial!
@handsomeman-child87514 жыл бұрын
So a vector displacement map is basically what sculpt maps in Second Life are. They're essentially textures that appoint vector positions using values of red (x), green (y), and blue (z). They are limited to grids of 32x32 which means you can only have have a total of 1,024 points. I'm surprised you guys say there's little documentation considering they were first implemented over a decade ago. Maybe they just became so overshadowed by other rendering methods that almost no one bothered to experiment with it anymore.
@KRGraphicsCG5 жыл бұрын
Love this video... always find your videos cool and informative :D
@gnightrow40205 жыл бұрын
This is Such a Useful Tutorial Thanks
@Sukotto825 жыл бұрын
you answered my question in the first 2 minutes and 15 seconds. I was simply trying to add a few different colored armors of existing armors in the game of kenshi and I changed both the colors in the diffuse and the normal maps with horrible results. I was just wanted to change the color not the texture or light reflection and such and I guess all I need to do is change the color of the diffuse and leave the rest alone. now to test this out and see what happens.
@julie_mg5 жыл бұрын
In case anyone is confused - as I was initially - the 'albedo' map as explained in this video is actually the base colour map - as its a PBR Metallic workflow / I think / newbie to 3D and learning from different sources atm.
@kendarr4 жыл бұрын
Yeah, Diffuse, Albeto, Base Color, all the same thing, different names likely from different generations of artists, but they are all the same, also the bump map (the black and white) is also called Height
@namai-ki96812 жыл бұрын
Thank you so much for this video! Very helpful.
@everabyss5 жыл бұрын
Very Nice video Benefits me a lot.
@FlippedNormals5 жыл бұрын
Thanks a lot! Glad it helps :)
@everabyss5 жыл бұрын
@@FlippedNormals Please keep up the good work and I also appreciate the fact that you guys paid attention to Blender 2.8 :)
@Learco19965 жыл бұрын
Cool! Please continue making videos of substance painter, are very useful
@ogarga6665 жыл бұрын
no words for you guys. thx
@abhishekvijay88045 жыл бұрын
Still remember the time I thought normal map is made just like albedo in Photoshop
@jackliu89915 жыл бұрын
normal map in chinese sounded like "hairline map" and I thought it's for making cg hair (it can be use for that tho haha)
@dsofe48795 жыл бұрын
well there are ways/tools for making normals in photoshop...
@fernwehmind5 жыл бұрын
you can ?
@kevbri115 жыл бұрын
@@fernwehmind yeah, look it up
@dsofe48795 жыл бұрын
@Nicholas Hansen What do you mean, "not true"? Generating normal maps from height maps is literally a bone-stock feature of photoshop, not to mention all the plugins there are.... Maybe you mean baking normals? I'm not aware of any way to do that in Photoshop, but baking from a high-res mesh is by far not the only way to generate a normal map.
@geraldballesteros38394 жыл бұрын
Thank you Henning and Morten! I hope I got the names correct. :)
@FlippedNormals4 жыл бұрын
You did :)
@andrewbyrnes63894 жыл бұрын
So I should use a vector map on my shirt fabrics so I can cover the material in miniature ears?
@cgimadesimple10 ай бұрын
super informative video!!
@ink_redemption_jack42443 жыл бұрын
Can you guys make a video on parallax map and other missed out maps
@GameArtsCafe2 жыл бұрын
Shouldn't tangent VDMs not have to worry about position and scale? I thought this was the purpose of tangent, same with Scalar displacement.
@TheNewjanaful10 ай бұрын
Hi, how can i create the ID map? DO you guys have a video about it?
@ProgInternetExplorer4 жыл бұрын
cool vid, understood most of what I wanted to, ty
@markkuykendall17515 жыл бұрын
Y'all mentioned how vector disp maps are just coming into wider usage now and are still not particularly well documented. A similar dynamic on the gaming side of CG exists with Bent Normal Maps.
@abdh6215 жыл бұрын
Thank you 1000 times for this.
@katalinos1003 жыл бұрын
Wait , Is Bump and Cavity map not the same though ? Just with different style of map creation ?
@pathikbiswasvisualart5 жыл бұрын
Very very helpful.Thanks.
@andrzejmalik24244 жыл бұрын
Hey! It's interesting that you decide if the material is metal or not based on electricity conduction not really on looks of the material. That said how would you qualify graphite and shade it? It conducts but it's not metal. This may be theoretical question but at some point you may have to render high guality detailed pencil so there will be graphite to render.
@wraithe53672 жыл бұрын
where would you use fuzziness map/F[uzz map?
@vanhertenouterwear2 жыл бұрын
So with the AO map, would the color in the dark areas come from the environment, or change according to what color is available in the environment or maybe a combination of color from the object and the environment?
@rkanu.a5 жыл бұрын
I was curious to know the baking resolution used in the texture and the resolution used for Maya models for nice and clean texture without geting pixilations...thanks and great video......
@Agherr084 жыл бұрын
many thanks, very useful!
@vidarvaggen5 жыл бұрын
Very educational. Thanks!
@FlippedNormals5 жыл бұрын
Happy to help!
@yeta3d5 жыл бұрын
Great video. Thanks
@ashishdhakal40874 жыл бұрын
Hello Can you guyz tell me more about creating and making vector displacement maps ourselves ( are there any espical software apart from photoshop). Just willing to learn more about multichannel displacement map Maybe it could help me understand more deeper if we figure out how is it actually created
@jacktoddy97833 жыл бұрын
Totally crazy like super cool !
@FlippedNormals3 жыл бұрын
Awesome, thanks for watching Jack!
@blast20004 жыл бұрын
then,what is the good way to use AO,if it's not multiply :)
@paymansalehishafa68844 жыл бұрын
Would you still use a normal map if a displacement map is already in use?
@murrowboy4 жыл бұрын
Can you really select the bolts for the ID map? It's in green like the rest of the fans.
@swarmX5 жыл бұрын
Ive always wanted to incorporate XYZ for those hi rez textures, but placing them has never clicked with me. Can you guys consider maybe going over incorporating XYZ into workflows? And the best practices for it?
@FlippedNormals5 жыл бұрын
Good idea! We'll be sure to do that.
@swarmX5 жыл бұрын
@@Anton_G_604 Damn, thats a bit of a shame. Theres so many softwares to use in a pipeline im honestly not looking to bust my ass learning mari, and especially not mudbox (however i have heard its good for texturing)
@josh-ed7je5 жыл бұрын
@@swarmX You can learn Mari in about a hour tbh. Its not a hard program to learn or use at all its just doesnt have the prettiest UI. But it is hands down the best software if you want to project images like XYZ.
@navegandollegueaqui12585 жыл бұрын
Good video,, the world of 3d is fascinating, sorry for my english ,,, greetings
@mayteexxis5 жыл бұрын
15:20 I've seen a post on artstation of someone who handpainted a normal map. I never thought it was possible
@Guilherme Oliveira I know right? He must have deeply studied the height information each shade of the color thing gives because I still don't understand how he did it
@VicVegaTW5 жыл бұрын
Can you try the Unity Delighting Tool? I have tried it and its great but it leaves some artifacts for some reason. All you need is the base colour (albedo), normals, bent normals, ambient occlusion, position and mask. Just chuck em in as far as i can tell?
@purposeoflife474 жыл бұрын
Great Info
@roxonogueira5 жыл бұрын
This is incredibly helpful, specially for someone who only works with render engines. For example, how can we plug metallic and roughness maps in a v-ray material? They're not the same as reflect or glossiness maps, right?
@mus_cetiner5 жыл бұрын
Nice video team.
@FlippedNormals5 жыл бұрын
Thank you! :)
@nxtlvl21165 жыл бұрын
so what the use for specular weight in arnold !! it's have roughness too ? i saw a lot of artist that use specular in face texture and then add roughness mask under the eye and nose and other glosse area !! why >?
@sgm76503 жыл бұрын
"YESSSSS" That was me in the first seconds of the video xd. And mostly what I don't understand is the differences between similar maps like SPECULAR AND GLOSSINESS (sounds like the same to me :v) Or Normal and WORLD NORMAL (LIKE WTF)
@giaco895 жыл бұрын
Looking for that texturing tutorial guys! :)
@FlippedNormals5 жыл бұрын
Thank you!
@Tronx4314 жыл бұрын
What a bright yellow map, i have no idea what type of texture map that is
@julianhartinger44495 жыл бұрын
Pretty awesome and helpful video- i have learned a lot. But i have one little question- what is the difference between a cavity and a displacement and/or bump map? As i understand, they are all responsible for the "depth"? Do i get this right?
@funnyanimalworld75793 жыл бұрын
i have never heard about some of these maps like position map
@alikhawar5205 жыл бұрын
I think the key to getting the best albedo maps lies in photography itself. The stuff or people you photograph, can be lit evenly from all sides, using the softest light in order to avoid the the highlights and shadows. The highlights and shadows in the photo at 3:15 were caused by a somewhat small and hard light source. And even if you use polarizing filters, you cannot get rid of them.
@alexanderrupprecht89344 жыл бұрын
Could you please make a tutorial on how to use the multichannel faces from texturing xyz with substance painter(allign all the maps to a specific mesh in general)?I only found a pipeline for mari.Great video btw:)
@mateuszwodarski40735 жыл бұрын
if anybody changing gpu or plan do it - i would gladly adopt old one. I promise to clean it every week and do not overheat it too much. Btw. great channel and vids. Have a good one.
@merna96153 жыл бұрын
thanks a a lot !
@FlippedNormals3 жыл бұрын
You're welcome
@ofekdavid17575 жыл бұрын
you guys are awesome thank you so much!
@FlippedNormals5 жыл бұрын
Thank you!
@d4psa15 жыл бұрын
The map you are referring to as "albedo" in this particular example is not actually an albedo map, but a "base color" map - PBR Metallic workflow uses a base color map instead of an albedo map, since the map also has the specularity of metals added to it as color values, and the different materials (non-metals = dielectrics, and metals = conductors) are separated in the shader using the metallic map as a mask. An actual albedo map (Used in the PBR Specular workflow) would show all metallic surfaces as completely black, since metals don't have any diffuse reflection (albedo), and their reflectivity (specular) and color would be stored in the specular map instead.
@d4psa15 жыл бұрын
Also at 26:00 - 26:26 you say "Ambient Occlusion ... Has nothing to do with lighting" which is just completely incorrect - ambient occlusion map is exactly a map that simulates how easily a ray of light from an ambient light source can reach a point (directly or via bounce reflections) on the surface, and the more geometry there is that occludes a specific point on the surface, the darker that point gets in the map. They are mostly used for enhancing or replacing a GI (Global Illumination) rendering solution, since GI is fairly performance intensive to render, especially in real time, which is why shaders in virtually every modern game engine can use pre-computed ambient occlusion maps to add more realistic shadowing to objects rather cheaply. AO maps can _also_ be used for texturing purposes in programs like Substance Painter, since they are useful for generating different effects, like dirt accumulating into crevices, or masking edge wear effects.
@FlippedNormals5 жыл бұрын
Thanks for clarifying between base color and albedo. Regarding AO, we stand by what we said. The values it generates has *nothing* to do with lighting, and everything to do with the geometry. You can definitely use it to fake GI or to darken shadows, but that has nothing to do with how the map was generated. An AO map is a mask which can be used for a bunch of different things, including adding GI and additional lighting.
@d4psa15 жыл бұрын
@@FlippedNormals I really appreciate what you are doing, and value your skills and knowledge, especially in terms of sculpting and pipeline. Your videos and tutorials are generally very well made and beginner-friendly. But I feel like recently your (free) videos have been either way less useful, or riddled with inaccuracies - your earlier videos had a lot more info and tips I found very useful, and I felt I learned new things from those. Nowadays I find myself cringing at your videos from time to time... As you are doing this as a full time job now, maybe you could consider hiring experts to talk about things you yourselves are not as experienced with, to avoid spreading misinformation, and to provide your audience the most useful knowledge and skills possible, in exchange for their time/money.
@pottuvoi25 жыл бұрын
@@FlippedNormals It is a shadowing term of a white ball surrounding the object. (It was originally designed for shadowing/occluding ambient light and as you said it's really horrible hack.) ILM used bent normals in combination with them for directionality and thus a lot better quality when they first time used them in Pearl Harbor. renderwonk.com/publications/s2010-shading-course/snow/sigg2010_physhadcourse_ILM.pdf
@julie_mg5 жыл бұрын
thanks for explaining - I found the albedo map explanation in the video confusing.
@miloschjovanovic5 жыл бұрын
Hi! Thanks for great tutorials! You said that using displacement maps will drastically slow down the rendering time. Can you please explain what would be the best way to use bump and displace maps together? For example, we have retopo model in maya (that should be animated) and high frequency one i zbrush that we use for creating maps. How to export bump and displace map from ZBrush and use in Maya? What would be pipeline?
@AMAN-rr7md2 жыл бұрын
how we can create other maps from albedo map downloaded through intrenet please make a video on it
@DU5HU Жыл бұрын
#AMAN You can check out this video kzbin.info/www/bejne/jHLNeKd7a5xrpZI
@JakeshandleYT Жыл бұрын
How do i set up the ambient occlusion. Is it painted or just generated?