Workflow for Creating Normal Map Decals in Blender
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Regardless of where you sit on the pronunciation of “decals”, it is hard to argue against their resourcefulness within 3D. Knowing how to develop decals is a robust skillset with endless use-cases. With Blender 2.8, creating quick and easy decals has never been quicker, nor easier!
In this Blender video tutorial, we will discover a simple workflow setup to begin developing decals of any variety directly in our 3D viewports. This workflow is done in real-time, which significantly increases the creative process as a whole. Join me in this tutorial to learn a few easy steps to boost your decal-making abilities, and develop the confidence towards making any amazing, reusable decals for your own projects.
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Пікірлер: 259
We're taking a vote on the [deecals] vs [dekhals] dilemma...cast your vote here: kzread.infoUgzsN_ZdCdNeJT3iqOh4AaABCQ
@Tovi7
4 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".
@timmturner
4 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.
@chrisdrysdale4311
4 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_cookie
4 жыл бұрын
@@chrisdrysdale4311 Thank you for sharing your journey. You're an inspiration.
@samshaw5014
4 жыл бұрын
Apparently, decal is pronounced 'deckle' in Canada. www.reddit.com/r/NoStupidQuestions/comments/9ooq8f/why_do_canadians_pronounce_decal_so_differently/
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.
@1e1001
4 жыл бұрын
Yes
@mine_stone2495
4 жыл бұрын
Yes
@FauX358
4 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_arsen
3 жыл бұрын
how do i untick "save as render" i can't find it anywhere
@Floatharr
3 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.
excellent quality tutorial once again from You guys :)
@cg_cookie
4 жыл бұрын
Thank you, Grant!
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-pm
4 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.
@ghostriley22
4 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)
@mallikapatra5033
4 жыл бұрын
Thanks😊 I was wondering what I did wrong
@0x8080FF
4 жыл бұрын
This is also wrong, what you want is to set view transform to "standard".
@rohitaug
4 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.
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-pe5je
4 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!
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!
@thegiantguy
4 жыл бұрын
Make a 4k image with multiple normal maps and bam, all the different screws/bolts etc in one image
@coreys2686
4 жыл бұрын
or just use the bolt factory add on and make it that much quicker
@jochem_m
4 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-pe5je
4 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
@Gyropilot42
4 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
It never would have occurred to me to use the Normal matcap in this way, and yet now it seems so obvious. True genius.
that boolean + bevel + auto smooth trick at around 8:56 is something i needed to see! thanks for the great tutorial.
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.
@NotSoMuchFrankly
2 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!
@GaliSinatra
2 жыл бұрын
In other words, desist on the deckal.
@BourkeMedia
6 ай бұрын
Yup...dee-kal, short for decalcomania.
@physicsteacher4569
3 ай бұрын
en.wikipedia.org/wiki/Decalcomania
This is actually what I looked for :) Simple tutorial, and an effective method for creating normal maps for textures :)
Perfect! Love this workflow. It is really interesting how we can make a whole method just by using basics from each steps.
Man ur a genius if i only knew about this before. Bless you for 1000 times!
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.
@albarnie1168
4 жыл бұрын
If you have the shortcuts down then scaling regularly ends up being faster.
Thank you for this tutorial. It has been very helpful for my commercial projects.
That's amazing. I can't wait to give this a shot
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!
@benhardwiesner6963
4 жыл бұрын
Your own decay is inescapable. Just dont use drugs and eat well to keep it away for longer ^^
Amazing tutorial! Just what I was tryling to learn🔥🙌. Thank you so much 10/10
maaaaan i missed ur substance designer tutorials nice to see again
nice and clean, good stuff
I wouldn't have thought of this in a million years!
Love that... This is radical. Thank you.
Cool exactly the workflow I used for making decals.
This technique is so much better than the one I've been using. This is mindblowing!
@cg_cookie
4 жыл бұрын
Happy to help out, man! Hope it speeds things up for ya. - Chunck :)
This is a life changer. thank you so much!
Brilliant trick for easily modelling normal decals
Top-notch tutorial, thank you!
Quite a few nuggets in here. Great work !
Ty for making a default startup file with the default cube ALREADY deleted. You are my hero!
@cg_cookie
4 жыл бұрын
You have no idea how much effort went into it! - Chunck :D
superb idea!
INCREDIBLE
Nice tut👍🏻
Incredible job.
Just cool! Thanx!
Thank you, great tutorial
Veeeeeery clever, thank you for this gem!
Excellent Video
Very nice tutorial!
Exactly what I was struggling to achieve!
Very useful! Thanks
Great video, thanks for sharing
Awesome!
thanks a lot, great tutorial
Thanks!
that was very helpfull Thanks❤
Brilliant, you saved me.
Thank you so much, nice tuto
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
very useful thx man
Now to for me to figure out how to do this in Maya if it is possible. Awesome Content thanks a ton.
amazing good job
Thanks cgcookies 👍👍👍
@cg_cookie
4 жыл бұрын
Our pleasure!
Awesome content
great stuff
"Deckles"???? I don't think I can continue watching this...
@Cloudyisawesome
3 жыл бұрын
it was hard, but I made it through
Excellent! Thank you Sir Decul LoL.
nice, that what i want. thank you
I always thought that that shader in workbench was just there to look cool!
excelent!
really nice
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?
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.
AWESOME~~!!
DECKLE. Really? Haha. I like the content but couldn't get over the DECKLE and sound fading in and out. Thanks for sharing.
@RevanParker
4 жыл бұрын
🤣
@creativecorner2071
4 жыл бұрын
Lol omg I can’t stop laughing 😂
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_cookie
3 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 :)
a little shortcut at 9:28, ctrl+spacebar sets active window to full veiw
@tamasorvos8882
3 жыл бұрын
Thank you!
Best 3D tutorial I've seen in this year 👏 👏 👏
I love ur channel
@cg_cookie
4 жыл бұрын
Yay! Glad you're here - Wes
Реально крутой урок, спасибо!
This can also work for directx normal maps if you invert the green channel in photoshop.
Спасибо :)
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?
useful
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.
Were you raised on the moon? No one on Earth has ever pronounced it deckle. Thank you for the tutorial. It was helpful.
Your name is Chunk? Like the kid in Goonies? XD awesome vid brudduh...keep up the excellent work!
This is black magic man
@CG Cookie 13:09 what is there on the left side of the decal_Background.png in the nodes?
Is there a MatCap to crate a bumpmap of this too?
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_cookie
4 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 :)
How to make this decal a 3d decal like we get with decal machine addon. Thanks
Thank you very much, How can I use Texture Paint to paint this same decal to my object after exporting it?
@spaceman-pe5je
4 жыл бұрын
Substance Painter.
@benhardwiesner6963
4 жыл бұрын
You simply go into texture paint mode. In the right options menu on the viewport, you can somewhere select your normal map to paint on. If you dont have one yet, the + button right next to your already existing maps lets you create one in 2 clicks. Now in your brush settings under texture create a new texture. This texture can now grab the decal as an image. (you do that in the general textures tab) Now play around with the paint methods. Youll find a Stencil option thats useful for some things. For things like the button there is a option I forgot the name of. you'll find it where you also select 'dots' or 'drag dots' I guess in the strokes option.... it lets you hold a left mouseclick on the mesh and drag the decal to the right size for every individual placement... sorry I cant tell you how its called but that thing is the best for most normal decals You can set this up in an empty project, save a bunch of brushes as own brush presets and save the project as your startup file. That saves you from setting up the right brush types and textures everytime... lastly you'll also find options to overlay your paint (all those basic photoshop layer options) Lots to choose but overlay is the one when you want to add normal detail without loosing whats already there and normal is the one when you want to replace the normals below. I think thats about all you'll need to start right. If anythings not clear...
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?
Is creating a normal map like this better than baking one using cycles bake settings???
Would love to be able to set the resolution
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-pm
4 жыл бұрын
It's the Workbench renderer. But, yeah instant results... no baking required!
Wow man, exactly what I was planning to do. But well done.
What is the difference btw decals and trim sheets?
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.
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?
I love to bind my decal texture to null object and then place them over an object, like in Unreal.
I mean, what you could have done instead of shade smooth and modifiers just just to use auto smooth in the normals tab, wouldn't that work?
@joelambert7128
3 жыл бұрын
sharp edges do not look good on a normal map. The bevel modifier is necessary.
now i by able to make my own normal maps
Awesome video. Side question though. I've never heard it pronounced "dehckle" before. Only "DeeKal" is that some regional thing?
@river_brook
4 жыл бұрын
Google suggests that it's a regional Canadian thing?
@WACOMalt
4 жыл бұрын
@@river_brook ah thanks! Today I learned.
@cg_cookie
4 жыл бұрын
Serious scientific investigation happening rn: kzread.infoUgzsN_ZdCdNeJT3iqOh4AaABCQ
Noice .
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
@VirtusH
4 жыл бұрын
Setting up proper normals was very important IMO
I did the exact same thing but I just win+shift+s the thing instead of rendering 😜
Joctor Decal & Hister Myde
Speckle freckle decal
conveniently, ALT+R enables some NVIDIA performance overlay. Things always seem simpler until I go to do them lol.
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?