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

  • @cg_cookie
    @cg_cookie4 жыл бұрын

    We're taking a vote on the [deecals] vs [dekhals] dilemma...cast your vote here: kzread.infoUgzsN_ZdCdNeJT3iqOh4AaABCQ

  • @Tovi7

    @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

    @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

    @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

    @cg_cookie

    4 жыл бұрын

    @@chrisdrysdale4311 Thank you for sharing your journey. You're an inspiration.

  • @samshaw5014

    @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/

  • @Floatharr
    @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.

  • @1e1001

    @1e1001

    4 жыл бұрын

    Yes

  • @mine_stone2495

    @mine_stone2495

    4 жыл бұрын

    Yes

  • @FauX358

    @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

    @sir_arsen

    3 жыл бұрын

    how do i untick "save as render" i can't find it anywhere

  • @Floatharr

    @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.

  • @grabbitt
    @grabbitt4 жыл бұрын

    excellent quality tutorial once again from You guys :)

  • @cg_cookie

    @cg_cookie

    4 жыл бұрын

    Thank you, Grant!

  • @choo_choo_
    @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-pm

    @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

    @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

    @mallikapatra5033

    4 жыл бұрын

    Thanks😊 I was wondering what I did wrong

  • @0x8080FF

    @0x8080FF

    4 жыл бұрын

    This is also wrong, what you want is to set view transform to "standard".

  • @rohitaug

    @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.

  • @pstuddy
    @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-pe5je

    @spaceman-pe5je

    4 жыл бұрын

    I thought they were world space and not tangent normals!

  • @DrunkenUFOPilot

    @DrunkenUFOPilot

    Жыл бұрын

    I have seen that matcap but never thought of a use for it. Now I know a great use for it!

  • @parentheses7777
    @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!

  • @thegiantguy

    @thegiantguy

    4 жыл бұрын

    Make a 4k image with multiple normal maps and bam, all the different screws/bolts etc in one image

  • @coreys2686

    @coreys2686

    4 жыл бұрын

    or just use the bolt factory add on and make it that much quicker

  • @jochem_m

    @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

    @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

    @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

  • @geoffcas
    @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.

  • @lamarkness
    @lamarkness3 жыл бұрын

    that boolean + bevel + auto smooth trick at around 8:56 is something i needed to see! thanks for the great tutorial.

  • @DocWolph
    @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.

  • @NotSoMuchFrankly

    @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

    @GaliSinatra

    2 жыл бұрын

    In other words, desist on the deckal.

  • @BourkeMedia

    @BourkeMedia

    6 ай бұрын

    Yup...dee-kal, short for decalcomania.

  • @physicsteacher4569

    @physicsteacher4569

    3 ай бұрын

    en.wikipedia.org/wiki/Decalcomania

  • @CZghost
    @CZghost3 жыл бұрын

    This is actually what I looked for :) Simple tutorial, and an effective method for creating normal maps for textures :)

  • @ricardoviana1643
    @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.

  • @Micha-hb4gx
    @Micha-hb4gx4 жыл бұрын

    Man ur a genius if i only knew about this before. Bless you for 1000 times!

  • @ChristinaMcKay
    @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.

  • @albarnie1168

    @albarnie1168

    4 жыл бұрын

    If you have the shortcuts down then scaling regularly ends up being faster.

  • @jermesastudio
    @jermesastudio2 ай бұрын

    Thank you for this tutorial. It has been very helpful for my commercial projects.

  • @pruntyportraits
    @pruntyportraits3 жыл бұрын

    That's amazing. I can't wait to give this a shot

  • @MindblowQuotes
    @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!

  • @benhardwiesner6963

    @benhardwiesner6963

    4 жыл бұрын

    Your own decay is inescapable. Just dont use drugs and eat well to keep it away for longer ^^

  • @svivan20
    @svivan202 жыл бұрын

    Amazing tutorial! Just what I was tryling to learn🔥🙌. Thank you so much 10/10

  • @donovanbaine8842
    @donovanbaine88424 жыл бұрын

    maaaaan i missed ur substance designer tutorials nice to see again

  • @mikerusby
    @mikerusby Жыл бұрын

    nice and clean, good stuff

  • @Alex-tn7pv
    @Alex-tn7pv2 жыл бұрын

    I wouldn't have thought of this in a million years!

  • @socrates112
    @socrates112 Жыл бұрын

    Love that... This is radical. Thank you.

  • @rickysargulesh1053
    @rickysargulesh10534 жыл бұрын

    Cool exactly the workflow I used for making decals.

  • @Alander787
    @Alander7874 жыл бұрын

    This technique is so much better than the one I've been using. This is mindblowing!

  • @cg_cookie

    @cg_cookie

    4 жыл бұрын

    Happy to help out, man! Hope it speeds things up for ya. - Chunck :)

  • @Xeraclom14
    @Xeraclom142 жыл бұрын

    This is a life changer. thank you so much!

  • @albandejerph4264
    @albandejerph42642 жыл бұрын

    Brilliant trick for easily modelling normal decals

  • @tamasorvos8882
    @tamasorvos88823 жыл бұрын

    Top-notch tutorial, thank you!

  • @RokSlana
    @RokSlana3 жыл бұрын

    Quite a few nuggets in here. Great work !

  • @jeffspinner6579
    @jeffspinner65794 жыл бұрын

    Ty for making a default startup file with the default cube ALREADY deleted. You are my hero!

  • @cg_cookie

    @cg_cookie

    4 жыл бұрын

    You have no idea how much effort went into it! - Chunck :D

  • @arturomendozag2308
    @arturomendozag2308 Жыл бұрын

    superb idea!

  • @mariusmslt7217
    @mariusmslt72172 жыл бұрын

    INCREDIBLE

  • @samighasemi3333
    @samighasemi33333 жыл бұрын

    Nice tut👍🏻

  • @NOPerative
    @NOPerative4 жыл бұрын

    Incredible job.

  • @user-tv2fs5oh5f
    @user-tv2fs5oh5f2 жыл бұрын

    Just cool! Thanx!

  • @jorgecastilleja5356
    @jorgecastilleja53563 жыл бұрын

    Thank you, great tutorial

  • @costaluca78
    @costaluca784 жыл бұрын

    Veeeeeery clever, thank you for this gem!

  • @ambitiousgamestudio4661
    @ambitiousgamestudio46613 жыл бұрын

    Excellent Video

  • @jesuschristus2363
    @jesuschristus23633 жыл бұрын

    Very nice tutorial!

  • @user-vo6fd6gg6i
    @user-vo6fd6gg6i3 жыл бұрын

    Exactly what I was struggling to achieve!

  • @hojaverde5265
    @hojaverde52653 жыл бұрын

    Very useful! Thanks

  • @Keith12001
    @Keith120013 жыл бұрын

    Great video, thanks for sharing

  • @bimalhessa7677
    @bimalhessa76774 жыл бұрын

    Awesome!

  • @caglayangursugokbulut9664
    @caglayangursugokbulut96643 жыл бұрын

    thanks a lot, great tutorial

  • @ivan-_-8577
    @ivan-_-85774 жыл бұрын

    Thanks!

  • @xo6731
    @xo6731 Жыл бұрын

    that was very helpfull Thanks❤

  • @andrematthee1053
    @andrematthee10533 жыл бұрын

    Brilliant, you saved me.

  • @TheSebledingue
    @TheSebledingue4 жыл бұрын

    Thank you so much, nice tuto

  • @Towik
    @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

  • @muhammad_mohsen
    @muhammad_mohsen4 жыл бұрын

    very useful thx man

  • @terryrhuebottom
    @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.

  • @phuongnganinh4634
    @phuongnganinh46343 жыл бұрын

    amazing good job

  • @mosumartdesign
    @mosumartdesign4 жыл бұрын

    Thanks cgcookies 👍👍👍

  • @cg_cookie

    @cg_cookie

    4 жыл бұрын

    Our pleasure!

  • @shinichiokazaki3705
    @shinichiokazaki3705 Жыл бұрын

    Awesome content

  • @rossknowles5608
    @rossknowles5608 Жыл бұрын

    great stuff

  • @WaterShowsProd
    @WaterShowsProd4 жыл бұрын

    "Deckles"???? I don't think I can continue watching this...

  • @Cloudyisawesome

    @Cloudyisawesome

    3 жыл бұрын

    it was hard, but I made it through

  • @Drums712
    @Drums7124 жыл бұрын

    Excellent! Thank you Sir Decul LoL.

  • @brahimaithamou6861
    @brahimaithamou68613 жыл бұрын

    nice, that what i want. thank you

  • @pierson9905
    @pierson99054 жыл бұрын

    I always thought that that shader in workbench was just there to look cool!

  • @nicolasugrinovickehdy1501
    @nicolasugrinovickehdy15013 жыл бұрын

    excelent!

  • @legato3067
    @legato30674 жыл бұрын

    really nice

  • @MrHarbonaut
    @MrHarbonaut2 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?

  • @thomasburbage5450
    @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.

  • @megatron5538
    @megatron55383 жыл бұрын

    AWESOME~~!!

  • @citizenclown
    @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.

  • @RevanParker

    @RevanParker

    4 жыл бұрын

    🤣

  • @creativecorner2071

    @creativecorner2071

    4 жыл бұрын

    Lol omg I can’t stop laughing 😂

  • @mlincoln7783
    @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_cookie

    @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 :)

  • @user-vo6fd6gg6i
    @user-vo6fd6gg6i3 жыл бұрын

    a little shortcut at 9:28, ctrl+spacebar sets active window to full veiw

  • @tamasorvos8882

    @tamasorvos8882

    3 жыл бұрын

    Thank you!

  • @ruivoalemao
    @ruivoalemao4 жыл бұрын

    Best 3D tutorial I've seen in this year 👏 👏 👏

  • @hexshots1045
    @hexshots10454 жыл бұрын

    I love ur channel

  • @cg_cookie

    @cg_cookie

    4 жыл бұрын

    Yay! Glad you're here - Wes

  • @Bugelhagen
    @Bugelhagen3 жыл бұрын

    Реально крутой урок, спасибо!

  • @planesntrains5330
    @planesntrains53302 жыл бұрын

    This can also work for directx normal maps if you invert the green channel in photoshop.

  • @ValeGoG
    @ValeGoG4 жыл бұрын

    Спасибо :)

  • @Strelokos666
    @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?

  • @locusruizlopez5997
    @locusruizlopez59973 жыл бұрын

    useful

  • @pro246
    @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.

  • @-.._.-_...-_.._-..__..._.-.-.-
    @-.._.-_...-_.._-..__..._.-.-.-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.

  • @douglawson8937
    @douglawson89373 жыл бұрын

    Your name is Chunk? Like the kid in Goonies? XD awesome vid brudduh...keep up the excellent work!

  • @himanshudas9042
    @himanshudas90424 жыл бұрын

    This is black magic man

  • @dennisvvugt
    @dennisvvugt3 жыл бұрын

    @CG Cookie 13:09 what is there on the left side of the decal_Background.png in the nodes?

  • @DennisRyu
    @DennisRyu4 жыл бұрын

    Is there a MatCap to crate a bumpmap of this too?

  • @brandonhernandez1111
    @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_cookie

    @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 :)

  • @atekdigital
    @atekdigital4 жыл бұрын

    How to make this decal a 3d decal like we get with decal machine addon. Thanks

  • @AdelHaiba78
    @AdelHaiba784 жыл бұрын

    Thank you very much, How can I use Texture Paint to paint this same decal to my object after exporting it?

  • @spaceman-pe5je

    @spaceman-pe5je

    4 жыл бұрын

    Substance Painter.

  • @benhardwiesner6963

    @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...

  • @juutuub0
    @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?

  • @DaysieMan
    @DaysieMan4 жыл бұрын

    Is creating a normal map like this better than baking one using cycles bake settings???

  • @gabrielkardos4342
    @gabrielkardos43422 жыл бұрын

    Would love to be able to set the resolution

  • @kevingardner7782
    @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-pm

    @JM-am-or-pm

    4 жыл бұрын

    It's the Workbench renderer. But, yeah instant results... no baking required!

  • @VisualAccuracy3
    @VisualAccuracy34 жыл бұрын

    Wow man, exactly what I was planning to do. But well done.

  • @yoana2636
    @yoana2636 Жыл бұрын

    What is the difference btw decals and trim sheets?

  • @Fragsteady
    @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.

  • @chrissem5200
    @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?

  • @Nioki1000
    @Nioki10004 жыл бұрын

    I love to bind my decal texture to null object and then place them over an object, like in Unreal.

  • @lukabrasi001
    @lukabrasi0014 жыл бұрын

    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

    @joelambert7128

    3 жыл бұрын

    sharp edges do not look good on a normal map. The bevel modifier is necessary.

  • @watercat1248
    @watercat12484 жыл бұрын

    now i by able to make my own normal maps

  • @WACOMalt
    @WACOMalt4 жыл бұрын

    Awesome video. Side question though. I've never heard it pronounced "dehckle" before. Only "DeeKal" is that some regional thing?

  • @river_brook

    @river_brook

    4 жыл бұрын

    Google suggests that it's a regional Canadian thing?

  • @WACOMalt

    @WACOMalt

    4 жыл бұрын

    @@river_brook ah thanks! Today I learned.

  • @cg_cookie

    @cg_cookie

    4 жыл бұрын

    Serious scientific investigation happening rn: kzread.infoUgzsN_ZdCdNeJT3iqOh4AaABCQ

  • @hellogic1964
    @hellogic19644 жыл бұрын

    Noice .

  • @Hell_Inc
    @Hell_Inc4 жыл бұрын

    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

    @VirtusH

    4 жыл бұрын

    Setting up proper normals was very important IMO

  • @HAWXLEADER
    @HAWXLEADER4 жыл бұрын

    I did the exact same thing but I just win+shift+s the thing instead of rendering 😜

  • @nibblrrr7124
    @nibblrrr71244 жыл бұрын

    Joctor Decal & Hister Myde

  • @sdrawkcabdaernacuoy
    @sdrawkcabdaernacuoy4 жыл бұрын

    Speckle freckle decal

  • @RahzZalinto
    @RahzZalinto2 жыл бұрын

    conveniently, ALT+R enables some NVIDIA performance overlay. Things always seem simpler until I go to do them lol.

  • @tonygabashvili8357
    @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?