Hi ShyWizard, Love the videos you make about the modding for FS19 and using Blender. I was wondering if you could make a video how you make your Normal map? It looked realy nice in this video so I would love to see how you get to that end result. Best regards, Shermy
Harder is a matter of opinion & will be based on your knowledge in 3d modelling software but it will be very time consuming. Blender works best with quad based geometry & an existing model exported from ge will be triangulated & also edge split. Parts of the model may need to be separated to make it easier to work with & then re-joined afterwards. Textured (Non udim) models may have ambient occlusion baked into the diffuse texture & would need to be re-baked as part of the specular.
Just subscribed you should be a teacher mate 👍 great tutorial thank you
Hi ShyWizard, Love the videos you make about the modding for FS19 and using Blender. I was wondering if you could make a video how you make your Normal map? It looked realy nice in this video so I would love to see how you get to that end result. Best regards, Shermy
It's a bevel node normal map not a geometry normal map.
There are videos on how that works & explain it way better than me.
@@shywizard2979 Ah thanks for the reply. Il go ahead and have a play with that normal node and see what i can get from it.
Now that's a fun tutorial for dummies like me😂, thanks a lot, you save my day👍
Where did you get that blender plugin for the quick udim
super good friend you have discord
Is it much harder to udim and existing mod that hasnt been udimmed
Harder is a matter of opinion & will be based on your knowledge in 3d modelling software but it will be very time consuming.
Blender works best with quad based geometry & an existing model exported from ge will be triangulated & also edge split.
Parts of the model may need to be separated to make it easier to work with & then re-joined afterwards.
Textured (Non udim) models may have ambient occlusion baked into the diffuse texture & would need to be re-baked as part of the specular.
@@shywizard2979 alright thanks