Customizing Normals 1 Series Overview The Problems
>> YOUR LINK HERE: ___ http://youtube.com/watch?v=_3irBIq1lXk
UPDATE: Here's a blog post summarizing a lot of info from this video in text+GIF form: • http://www.aversionofreality.com/blog... • A new series on Customizing Normals in Blender 3.1 for clean shading and stylistic control. We'll be learning a Normal Transfer based workflow where we model the shapes we want, transfer them to our main mesh and combine them together, then bake them to textures. We'll start with simple options using the Data Transfer Modifier, then get into Geometry and Shader Nodes. • This first video is the series overview. It previews a wide variety of tools and setups we'll be learning about, and goes into detail on what exactly the problems are, why we have them, and how they can be solved. • Blog post for this series. Updates will be here! • http://www.aversionofreality.com/blog... • Support me on Patreon: • / aversionofreality • The huge thread of experiments: • / 1443680353747537921 • My Social Links: • / aversionreality • / aversionofreality • https://www.artstation.com/aversionof... • Other people experimenting with this stuff that you should follow: • / kolupsy • / panthavma • / lil_blk_rabbit • / tanchyuu • • Article on implementing my Generated Normals in Unity by @panthavma • http://panthavma.com/articles/shader-... • • Other Vertex Normals/Smooth Shading explanations: • • Smooth Shading • • 3D Basics - What are Normals? • Timestamps: • 00:00 - Part 1 intro • 00:53 - Plane topology comparison • 02:42 - Face topology comparison • 06:20 - Summary of my experiments • 18:55 - The Geonodes transfer setup • 26:11 - Series topics list • 27:14 - Part 2 intro • 27:33 - Normal display material • 28:38 - Looking at more topology • 29:56 - The mysteries of triangles • 32:28 - Understanding vertex normals • 40:32 - Back to those damn triangles • 42:48 - What Autosmooth/Sharp are doing • 44:09 - The Deformation problem • 47:12 - Face deformation comparison • 48:20 - Outro
#############################
