We're taking a vote on the [deecals] vs [dekhals] dilemma...cast your vote here: kzbin.infoUgzsN_ZdCdNeJT3iqOh4AaABCQ
@Tovi74 жыл бұрын
If you google "decal", you get the correct pronunciation as a playable audio file. The phonetic is /ˈdiːkal/, which would be pronounced as "deeh-kahl".
@timmturner4 жыл бұрын
@@Tovi7 Indeed, it took me a second to understand what a dekhal was as I've never heard anyone pronounce it in that manner.
@chrisdrysdale43114 жыл бұрын
I grew up pronouncing it "deckle"; switched to "dee-kal" due to peer pressure, and after learning that it's actually short for " decalcomania", I suppose I should be saying "d' kal" (like "demand" except replace the "mand" with "kal". Whew!
@cg_cookie4 жыл бұрын
@@chrisdrysdale4311 Thank you for sharing your journey. You're an inspiration.
@samshaw50144 жыл бұрын
Apparently, decal is pronounced 'deckle' in Canada. www.reddit.com/r/NoStupidQuestions/comments/9ooq8f/why_do_canadians_pronounce_decal_so_differently/
@Floatharr4 жыл бұрын
This video has omits a few very important details. - Orthographic camera size is in meters. 2.0 is exactly the size of the plane, but you'll want that to be slightly smaller because otherwise it causes artifacts at the edges of the decal. - The default color of the material is not completely white, your normal matcap is slightly darker than it should be, set viewport color to single, pure white. - Failing to untick "save as render" means your image is saved in filmic transform with dithering by default. Normalmaps are to be interpreted as data, not colors, and unticking it bypasses color management. - The default matcap has artifacts. Not enough to notice in most cases but in case that bothers you the proper way to get a perfectly clean normalmap is through a material: geometry normal -> add vector 1.0,1.0,1.0 -> vector scale 0.5 -> surface output. Then disable EEVEE effects like bloom and AO, set color management to sRGB Raw, adjust dithering as desired, and leave Save as Render ticked when saving.
@1e10014 жыл бұрын
Yes
@mine_stone24954 жыл бұрын
Yes
@FauX3584 жыл бұрын
Thankyou for this it helped me immensely. I tested out both ways and then used the normals in Substance Painter. The videos way is full of artefacts and your way is much much cleaner.
@sir_arsen3 жыл бұрын
how do i untick "save as render" i can't find it anywhere
@Floatharr3 жыл бұрын
@@sir_arsen It's in the side bar of the file browser when you're saving an image. It might be hidden so you might need to expand the side bar to see it.
@choo_choo_4 жыл бұрын
Something you missed when saving, is to make sure your color space is set to RAW, rather than filmic or anything else. Otherwise your normal map won't be as accurate because there's post processing color transforms on it. Setting it to raw fixes that.
@JM-am-or-pm4 жыл бұрын
Can you tell me where to do this? The only place I found was in Render Settings -> Color Management --> View Transform: "Raw". But when I do that, then the image comes out blue looking instead of the normal purple color.
@ghostriley224 жыл бұрын
You are right,it is not accurate. If you sample(right click on image in render window), the pixels are not normalized also inconsistent values on same surface(plane)
@mallikapatra50334 жыл бұрын
Thanks😊 I was wondering what I did wrong
@0x8080FF4 жыл бұрын
This is also wrong, what you want is to set view transform to "standard".
@rohitaug4 жыл бұрын
I don't think it matters for viewport rendering. Changing the post-process settings don't seem to change anything in the viewport, only Eevee/Cycles. Unless the viewport render actually does some extra stuff behind the scenes. But why would it? The feature is just there to preview a scene, not a final render.
@grabbitt4 жыл бұрын
excellent quality tutorial once again from You guys :)
@cg_cookie4 жыл бұрын
Thank you, Grant!
@pstuddy4 жыл бұрын
Wow, this is basically real-time normal map creation, very smart and intuitive!!! How come I never thought of using the normal matcaps??? You're a frickin genius man!
@spaceman-pe5je4 жыл бұрын
I thought they were world space and not tangent normals!
@DrunkenUFOPilot Жыл бұрын
I have seen that matcap but never thought of a use for it. Now I know a great use for it!
@parentheses77774 жыл бұрын
I never realized how powerful normal maps are. Want to add a bolt to your model? Just import an image for the UV map. What?! It’s that easy!
@thegiantguy4 жыл бұрын
Make a 4k image with multiple normal maps and bam, all the different screws/bolts etc in one image
@coreys26864 жыл бұрын
or just use the bolt factory add on and make it that much quicker
@jochem_m4 жыл бұрын
@@coreys2686 and then realize that the 5000 bolts you added to your scene all have thousands of faces and now your laptop is a puddle of mildly radioactive slag instead of a usable computer.
@spaceman-pe5je4 жыл бұрын
Well, boy, do I have the program for you... Substance Painter makes stamping on procedural normalmapped/full PBR, customizable screws of any kind a single click... As well as many many other premade normal stamps
@Gyropilot424 жыл бұрын
If you make some Mix Shader prioritizing the material of a second object (like a bolt) and export it, you end up with not only Normal Map but also the Color Texture and everything else of the bolt. That's really nice. Does the same Substance Painter does with even less work. Then you just go around your object CTRL+SHIFT+Ding your bolt and stamping it to the surface following normal, easy peasy
@geoffcas4 жыл бұрын
It never would have occurred to me to use the Normal matcap in this way, and yet now it seems so obvious. True genius.
@DocWolph4 жыл бұрын
Decal is normally pronounced "dee-cahl" in the US and most English speaking countries and regions. This is mainly because the pronunciation falls in line with words like "desaturate", "decline", "denote", "demerit" and so on as the "de" is by default pronounced "dee" and not "deh". In an often wildly inconsistent language like English, this is one of the few, if arbitrary, instances of consistency.
@NotSoMuchFrankly2 жыл бұрын
I know I'm a year late but THANK you, Doc! It's too petty for me to go on a diatribe about, but, if he was trying to cute with that pronunciation like some people do he should have stopped because it was _so annoying_! It's gotta be the stupidest one I can wreck all. Sorry, I meant 'recall'. Also, we don't need a vote. If only we had free dictionaries available online. Every single solitary one of them would probably tell you the pronunciations available. I think there's one with a difficult to remember URL like...dictionary.com or something. Who can remember that, though. I guess it saves time when making a 14 minute video. ~sigh~ There, I feel better. Good video, though. :-P Chunk! (Or is it pronounced Chuck?) Let's take a vote!
@GaliSinatra2 жыл бұрын
In other words, desist on the deckal.
@BourkeMedia7 ай бұрын
Yup...dee-kal, short for decalcomania.
@physicsteacher45695 ай бұрын
en.wikipedia.org/wiki/Decalcomania
@lamarkness3 жыл бұрын
that boolean + bevel + auto smooth trick at around 8:56 is something i needed to see! thanks for the great tutorial.
@ChristinaMcKay4 жыл бұрын
Great tutorial. For creating the circle: you have been in the add menu anyway to set the segments. Setting the size in that menu saves the steps of scaling and then applying the scale.
@albarnie11684 жыл бұрын
If you have the shortcuts down then scaling regularly ends up being faster.
@jermesastudio3 ай бұрын
Thank you for this tutorial. It has been very helpful for my commercial projects.
@ruivoalemao4 жыл бұрын
Best 3D tutorial I've seen in this year 👏 👏 👏
@WaterShowsProd4 жыл бұрын
"Deckles"???? I don't think I can continue watching this...
@Cloudyisawesome3 жыл бұрын
it was hard, but I made it through
@jeffspinner65794 жыл бұрын
Ty for making a default startup file with the default cube ALREADY deleted. You are my hero!
@cg_cookie4 жыл бұрын
You have no idea how much effort went into it! - Chunck :D
@MindblowQuotes4 жыл бұрын
Wooow! While working in Substance painter, was wondering how I can get my own Decay. Thanks a lot, CS Cookies. You are the best ever!
@benhardwiesner69634 жыл бұрын
Your own decay is inescapable. Just dont use drugs and eat well to keep it away for longer ^^
@Micha-hb4gx4 жыл бұрын
Man ur a genius if i only knew about this before. Bless you for 1000 times!
@albandejerph42642 жыл бұрын
Brilliant trick for easily modelling normal decals
@Alex-tn7pv2 жыл бұрын
I wouldn't have thought of this in a million years!
@citizenclown4 жыл бұрын
DECKLE. Really? Haha. I like the content but couldn't get over the DECKLE and sound fading in and out. Thanks for sharing.
@RevanParker4 жыл бұрын
🤣
@creativecorner20714 жыл бұрын
Lol omg I can’t stop laughing 😂
@user-vo6fd6gg6i4 жыл бұрын
a little shortcut at 9:28, ctrl+spacebar sets active window to full veiw
@tamasorvos88823 жыл бұрын
Thank you!
@mariusmslt72172 жыл бұрын
INCREDIBLE
@Alander7874 жыл бұрын
This technique is so much better than the one I've been using. This is mindblowing!
@cg_cookie4 жыл бұрын
Happy to help out, man! Hope it speeds things up for ya. - Chunck :)
@CZghost3 жыл бұрын
This is actually what I looked for :) Simple tutorial, and an effective method for creating normal maps for textures :)
@-.._.-_...-_.._-..__..._.-.-.-3 жыл бұрын
Were you raised on the moon? No one on Earth has ever pronounced it deckle. Thank you for the tutorial. It was helpful.
@ricardoviana16434 жыл бұрын
Perfect! Love this workflow. It is really interesting how we can make a whole method just by using basics from each steps.
@arturomendozag23082 жыл бұрын
superb idea!
@ambitiousgamestudio46613 жыл бұрын
Excellent Video
@samighasemi33333 жыл бұрын
Nice tut👍🏻
@Xeraclom142 жыл бұрын
This is a life changer. thank you so much!
@pruntyportraits3 жыл бұрын
That's amazing. I can't wait to give this a shot
@socrates112 Жыл бұрын
Love that... This is radical. Thank you.
@RokSlana3 жыл бұрын
Quite a few nuggets in here. Great work !
@user-tv2fs5oh5f3 жыл бұрын
Just cool! Thanx!
@tamasorvos88823 жыл бұрын
Top-notch tutorial, thank you!
@svivan202 жыл бұрын
Amazing tutorial! Just what I was tryling to learn🔥🙌. Thank you so much 10/10
@donovanbaine88424 жыл бұрын
maaaaan i missed ur substance designer tutorials nice to see again
@NOPerative4 жыл бұрын
Incredible job.
@ivan-_-85774 жыл бұрын
Thanks!
@rickysargulesh10534 жыл бұрын
Cool exactly the workflow I used for making decals.
@jorgecastilleja53563 жыл бұрын
Thank you, great tutorial
@pierson99054 жыл бұрын
I always thought that that shader in workbench was just there to look cool!
@bimalhessa76774 жыл бұрын
Awesome!
@andrematthee10533 жыл бұрын
Brilliant, you saved me.
@mikerusby Жыл бұрын
nice and clean, good stuff
@Towik4 жыл бұрын
Thanks o/ May I ask why not use workbench (render engine) to render the image? it's basically the same thing but you can set a higher samples and blah blah... unless you already running maxed out viewport
@jesuschristus23634 жыл бұрын
Very nice tutorial!
@juutuub04 жыл бұрын
you covered the whole mesh. that's a texture if you ask me. isn't a decal a detail on top of the texture, like small screws at the corners of the faces? could you do that tutorial too?
@hojaverde52653 жыл бұрын
Very useful! Thanks
@shinichiokazaki3705 Жыл бұрын
Awesome content
@thomasburbage54504 жыл бұрын
Nice tutorial! So, if we wanted to create arrays of such surface details -- rivets, screw heads, and so on, what would be the workflows for doing that? I can imagine doing that in 3D via modifiers, arraying the decal geo, but does the texture painting process in Blender facilitate that? I'm pretty sure Substance Painter can make that easy.
@user-vo6fd6gg6i4 жыл бұрын
Exactly what I was struggling to achieve!
@costaluca784 жыл бұрын
Veeeeeery clever, thank you for this gem!
@xo6731 Жыл бұрын
that was very helpfull Thanks❤
@phuongnganinh46343 жыл бұрын
amazing good job
@douglawson89373 жыл бұрын
Your name is Chunk? Like the kid in Goonies? XD awesome vid brudduh...keep up the excellent work!
@rossknowles5608 Жыл бұрын
great stuff
@caglayangursugokbulut96643 жыл бұрын
thanks a lot, great tutorial
@Keith120013 жыл бұрын
Great video, thanks for sharing
@Fragsteady4 жыл бұрын
Thanks for the ˈdēkal tutorial. The first vowel is long (says its name) either because it's a vowel next to another vowel separated by a consonant; or it has to do with the fact that the vowels are in distinctly separate syllables.
@TheSebledingue4 жыл бұрын
Thank you so much, nice tuto
@WACOMalt4 жыл бұрын
Awesome video. Side question though. I've never heard it pronounced "dehckle" before. Only "DeeKal" is that some regional thing?
@river_brook4 жыл бұрын
Google suggests that it's a regional Canadian thing?
13 minutes of basic modeling and when it's time to apply what you've done... " see how awesome this looks!" The End. Shader and rendering was the most important part here
@VirtusH4 жыл бұрын
Setting up proper normals was very important IMO
@nicolasugrinovickehdy15013 жыл бұрын
excelent!
@mosumartdesign4 жыл бұрын
Thanks cgcookies 👍👍👍
@cg_cookie4 жыл бұрын
Our pleasure!
@muhammad_mohsen4 жыл бұрын
very useful thx man
@brahimaithamou68614 жыл бұрын
nice, that what i want. thank you
@hexshots10454 жыл бұрын
I love ur channel
@cg_cookie4 жыл бұрын
Yay! Glad you're here - Wes
@dreamsprayanimation3 жыл бұрын
I'm going to rectify certain inequities.
@RahzZalinto2 жыл бұрын
conveniently, ALT+R enables some NVIDIA performance overlay. Things always seem simpler until I go to do them lol.
@megatron55383 жыл бұрын
AWESOME~~!!
@mlincoln77833 жыл бұрын
Very useful. How would you do this to create specular maps, metalness maps, or other PBR maps from a mesh? Are there more matcaps for this that make it as easy as normal maps?
@cg_cookie3 жыл бұрын
Matcaps work well for Normals, since they both rely on surface normals and camera projection angle. For other PBR maps, there are other factors that matcaps don't really account for (such as intersection, occlusion, etc.), that are needed to make solid maps. I'm not saying it's impossible, if you could manage it that would be incredibly handy, that being said I do see it as being very challenging to accomplish. -Chunck :)
@legato30674 жыл бұрын
really nice
@DennisRyu4 жыл бұрын
Is there a MatCap to crate a bumpmap of this too?
@terryrhuebottom4 жыл бұрын
Now to for me to figure out how to do this in Maya if it is possible. Awesome Content thanks a ton.
@planesntrains53303 жыл бұрын
This can also work for directx normal maps if you invert the green channel in photoshop.
@locusruizlopez59973 жыл бұрын
useful
@pro2464 жыл бұрын
You had an issue with colliding edges when you scaled your cutter, if anyone gets this issue you can use the wield modifier to rectify it.
@yoana2636 Жыл бұрын
What is the difference btw decals and trim sheets?
@kevingardner77824 жыл бұрын
The thing that I got from this tutorial apart from the work process is that I'm sure you did it in eevee and not by baking in cycles, correct ??? If so this will make it very easy to create normal maps . Well done anyway on producing an easy to follow tutorial.
@JM-am-or-pm4 жыл бұрын
It's the Workbench renderer. But, yeah instant results... no baking required!
@sdrawkcabdaernacuoy4 жыл бұрын
Speckle freckle decal
@gabrielkardos43423 жыл бұрын
Would love to be able to set the resolution
@LoserHands4 жыл бұрын
Make sure the normal matcap isnt tinted, by changing the color to Single, and making it pure white! EDIT it prolly doesn't matter nvm me
@Strelokos6663 жыл бұрын
Now I can see how Substance made their Hard Surface decals in Substance Painter or at least the result is quite the same. I absolutely like that normal MatCap so is there a way to bake normal with such an amazing quality presented there? If we for example using final model like a single wall and then start to modify it the way we doing in this video there's no chance to add details to a normal texture without using external soft as above-mentioned Substance Painter or Photoshop?
@alekskroskin61012 жыл бұрын
I still quite don't understand the difference between normal maps and decals. Is decals basically normal maps, but when you are doing them in top view perspective?
@wickerkev6 ай бұрын
Never in the history of ever has anyone ever pronounced decal as deckle. Cool tutorial tho
@brandonhernandez11114 жыл бұрын
I have a question, isn't it just a tad easier to use the workbench render engine since it seems to only render using matcaps. Maybe that's what it's meant to be used for
@cg_cookie4 жыл бұрын
I'll be honest, I've never used the Workbench engine. So that could be a strong possibility! I will have to play around with it. -Chunck :)
@gentlem82474 жыл бұрын
So decals = displacement or did i get something wrong ? I'm confused
@krystiano.6104 жыл бұрын
Decals are just textures that are later applied in engine on top of existing mesh - e.g. bullet hole in wall, sticker on car etc. They aren't applied on entire model like shown at the end of video.
@tonygabashvili8357 Жыл бұрын
What does he have connected to the image texture and normal map at the end? Why did he leave out such critical information in a long tutorial?
@MrHarbonaut3 жыл бұрын
This is great and really worked for me on a model, once I'd taken off the shadows and cavity render. Only problem was when I used this normal map in Substance Painter I had to load it into Photoshop and invert the Y. Is there a way to do this in the matcap?
@The_Deaf_Aussie4 жыл бұрын
Im playing a game here.. its call Drink an alcoholic shot everytime the Video guy said "...gonna go ahead and..." Garunteed you all you be dead drunk by 8 min mark. :)
@nibblrrr71244 жыл бұрын
Joctor Decal & Hister Myde
@Bugelhagen3 жыл бұрын
Реально крутой урок, спасибо!
@santicheeks11064 жыл бұрын
Couldnt you use mean crease instead of bevel modifier
@hellogic19644 жыл бұрын
Noice .
@ValeGoG4 жыл бұрын
Спасибо :)
@Nioki10004 жыл бұрын
I love to bind my decal texture to null object and then place them over an object, like in Unreal.
@chrissem52003 жыл бұрын
Hi Why is half of my texture grey and noisy when baked. Im baking combined and colored texture. Should I bake differently if I bake a clored texture?
@flajflaj3 жыл бұрын
Unfortunately Blender 2.8+ sucks at face orientation viewport. With 2.79 everything was visible without switching to any specified view options ;/. I wish they bring it back...