Quick Tip: Edit a Baked Normal Map in Substance Painter

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  • เผยแพร่เมื่อ 22 ก.พ. 2018
  • Substance Painter Quick Tip--
    When you bake normal maps in Substance Painter, you can easily add a new layer with some normal map details, however editing the baked normal map directly can be tricky. This quick guide shows you how to modify the actual baked normal map.
    Music License:
    Ross Bugden - / @rossbugden
    Black Heat
    This track is licensed under a ‘Creative Commons Attribution 4.0 International License’. You can find the link to that license here: creativecommons.org/licenses/...

ความคิดเห็น • 170

  • @x3merx3mer
    @x3merx3mer 5 ปีที่แล้ว +62

    I can't believe this is still pretty much the only way to do it.

  • @MANIAKRA
    @MANIAKRA 5 ปีที่แล้ว +2

    You're a saviour man, and you did it in less than 30 mins like everyone else. GJ

    • @bshukrallah
      @bshukrallah  5 ปีที่แล้ว +3

      That's the goal with my videos. Got tired of watching a video for an hour for one technique that can be done in a few minutes.

  • @StephAnie-he5cq
    @StephAnie-he5cq ปีที่แล้ว +1

    Thank you!! Was about to waste time trying to paint my artifacts out in blender like some kind of a chump. Quality of life improved!!🙏

  • @IspyrGameDev
    @IspyrGameDev 3 ปีที่แล้ว +24

    Here we are in 2021 and this still is the way haha. Thx much! I was about to pull out my hair in PS to fix some simple normal artifacts :)

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว +1

      Glad I could help! Thanks for watching!

    • @warddermaut7636
      @warddermaut7636 ปีที่แล้ว

      Still works in 2023 haha

  • @freed3131
    @freed3131 2 ปีที่แล้ว

    Thank you so much, really didn't want my sculpt to be wasted. Cheers!

  • @rebeccatuminello3949
    @rebeccatuminello3949 4 ปีที่แล้ว +1

    Many thanks for this video! Was exactly what I was looking for. To the point and clear instructions.

    • @bshukrallah
      @bshukrallah  4 ปีที่แล้ว

      No problem! Glad it helped out!

  • @kaiwenchia3613
    @kaiwenchia3613 2 ปีที่แล้ว

    never thought this would fix my problem, thank you so much for the tips

  • @stephenmendoza7745
    @stephenmendoza7745 4 ปีที่แล้ว +1

    Thank you! Exactly what I was looking for.

  • @trashnomad2229
    @trashnomad2229 3 ปีที่แล้ว +1

    Sad there isn't better methods put into substance for this but regardless this video is a life saver for me. Thank you!

  • @sickowawawa4014
    @sickowawawa4014 หลายเดือนก่อน

    oh my gosh ive been trying different youtube tutorials about this but i always failed somehow, this is the one that actually works for me thanks for the video !

  • @rafaelserralheiro3d
    @rafaelserralheiro3d หลายเดือนก่อน

    This is awesome! Nice tip

  • @aswinsuraj17
    @aswinsuraj17 5 ปีที่แล้ว +1

    MAN !!! thank you so much. helpful afffff

  • @Vinihirata
    @Vinihirata 5 ปีที่แล้ว +1

    tHANKS ALOT REISH.. Your tutorial helped me finish my last character

    • @bshukrallah
      @bshukrallah  5 ปีที่แล้ว

      That's great! Thanks for watching, glad it helped out.

  • @afloox
    @afloox 2 ปีที่แล้ว +1

    Thanx for this great tutorial. I was bumping into the same problem and didn't understand why. Some people told me to add more geometry to my low-poly mesh. It did solved the problem for me but duplicated the poly count. Your solution is way better. :)

    • @bshukrallah
      @bshukrallah  2 ปีที่แล้ว

      Thanks for watching! Glad it helped

    • @cellularproductions4155
      @cellularproductions4155 ปีที่แล้ว

      U can have 3 levels of meshes, u can UV ur lowpoly mesh, then add some extra geo to it and bake with those edges that might follow the surface of the highpoly better. then remove them and return the bake to ur low poly.

  • @karpfenboy
    @karpfenboy 4 ปีที่แล้ว

    thank you, really a lifesaver

  • @kasperlarsson8648
    @kasperlarsson8648 5 ปีที่แล้ว

    So good mate, well done.

  • @josevand
    @josevand 4 ปีที่แล้ว

    thx bro this helped me alot

  • @ez_cgs
    @ez_cgs 9 หลายเดือนก่อน

    God bless you, I was facing this problem for a long while....thanks!

  • @wanoman99
    @wanoman99 2 ปีที่แล้ว

    Thanks for this mate, definitely helped me out!

    • @bshukrallah
      @bshukrallah  2 ปีที่แล้ว

      Awesome, glad to hear

  • @arronshaw5358
    @arronshaw5358 8 หลายเดือนก่อน

    Great tip thanks

  • @kittycat1506
    @kittycat1506 11 หลายเดือนก่อน

    this video is godsend thank you so much

  • @AlCalvo
    @AlCalvo 4 ปีที่แล้ว

    Thank you so much for this!

  • @imthetube44
    @imthetube44 6 ปีที่แล้ว +1

    You are a goddamn life saver. This has been plaguing me for months. Subbed and liked!

    • @bshukrallah
      @bshukrallah  6 ปีที่แล้ว

      Thanks for checking it out, I'm glad it helped!

  • @Dusk1990
    @Dusk1990 6 ปีที่แล้ว

    Thanks so much! Very helpful

    • @bshukrallah
      @bshukrallah  6 ปีที่แล้ว

      No problem! Thanks for watching!

  • @josephrohm7257
    @josephrohm7257 ปีที่แล้ว +1

    This is very useful thank you! I would recommend just adding a white mask to the normal map fill layer instead of making a whole new layer

  • @kmetandrey3946
    @kmetandrey3946 4 ปีที่แล้ว +1

    OMG MAN!!!You are the BEST!!!!

    • @bshukrallah
      @bshukrallah  4 ปีที่แล้ว

      Thanks! Glad it helped

  • @shark6334
    @shark6334 2 ปีที่แล้ว +1

    You save my time!! thanks!!!!

  • @Dude707LoL
    @Dude707LoL 5 ปีที่แล้ว +1

    Good Tips. Thanks! :)

    • @bshukrallah
      @bshukrallah  5 ปีที่แล้ว +1

      No problem, hope it helped out!

  • @CGPine
    @CGPine 10 หลายเดือนก่อน

    Man you awesome!

  • @benimo6
    @benimo6 4 ปีที่แล้ว

    THANKS SO MUCH FOR THIS!!!!

    • @bshukrallah
      @bshukrallah  4 ปีที่แล้ว +1

      Not a problem, glad it helped!

  • @dawidwyborski3753
    @dawidwyborski3753 3 ปีที่แล้ว +1

    Thank you Ben. You save my ass today. I start to baking human face today from high to low poly. And I solve the issue thanks to you.

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว

      No problem, Glad it helped!

  • @driftprincess_z4876
    @driftprincess_z4876 5 ปีที่แล้ว

    Thank you so much!!!

  • @eojinkim5960
    @eojinkim5960 3 ปีที่แล้ว +1

    Much appreciated. I was so confused lmao

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว +1

      No problem! Thanks for watching!

  • @shykizuna9722
    @shykizuna9722 8 หลายเดือนก่อน

    Thank you!!! your video gave me a brain blast!!

  • @azgrakth
    @azgrakth 8 หลายเดือนก่อน

    Thank you !

  • @chanruzzi
    @chanruzzi ปีที่แล้ว

    Thanks man!

  • @abdallah_4056
    @abdallah_4056 2 ปีที่แล้ว

    Thank you so much i just have the same problem with ao maps i will try this way.

  • @KarimHassanein95
    @KarimHassanein95 3 ปีที่แล้ว

    You saved my life!

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว

      Awesome, thanks for watching & glad it helped!

  • @protopottygames2648
    @protopottygames2648 4 ปีที่แล้ว +1

    Very nice. TY

  • @robko75
    @robko75 ปีที่แล้ว +1

    Very helpful in 2o22! Thanks man!

  • @YOMARTINPRODUCTIONS
    @YOMARTINPRODUCTIONS 4 ปีที่แล้ว +1

    Fortunately, this did work for me

  • @bibu244
    @bibu244 3 หลายเดือนก่อน

    If you don't see any difference when you paint, try clicking the normal option in the menu instead of base color and THERE change the fill and paint layers from nmdt to norm

  • @finnspencer9924
    @finnspencer9924 4 ปีที่แล้ว +1

    cheers lad

  • @TheWonderfulWombat
    @TheWonderfulWombat 3 ปีที่แล้ว +2

    "I know it's the normal map because when I turn it off it looks normal." But I thought you just turned it off? Hahahahahaha. I'll be here all week.

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว

      Haha, okay you got me! Thanks for watching lol.

  • @gomidasodabasioglu
    @gomidasodabasioglu 4 ปีที่แล้ว

    yeah I was wondering this.

  • @MrDrimakus
    @MrDrimakus 4 ปีที่แล้ว +1

    Lifesaver!

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว

      Thanks for watching!

  • @justinmyles180
    @justinmyles180 5 ปีที่แล้ว +2

    Awesome music, short tutorial, top stuff

    • @bshukrallah
      @bshukrallah  5 ปีที่แล้ว +1

      Thanks for checking it out! Hope it helped.

  • @LauraJolly
    @LauraJolly 4 ปีที่แล้ว +3

    Thank you for this, really helped out. It's a shame there isn't a more organic way to handle this!

    • @bshukrallah
      @bshukrallah  4 ปีที่แล้ว

      Glad it helped! Maybe one day there will be...

  • @driiifter
    @driiifter 2 ปีที่แล้ว

    yup, this solved my issue, i could just kiss you.
    this is useful for if you don't have access to the high poly for whatever reason, but you have a set of normals that were baked already and want to fit them to alternate versions of a low poly you do have access to.

  • @gherson13
    @gherson13 ปีที่แล้ว

    2023 and still working!

  • @SewerShark
    @SewerShark 5 ปีที่แล้ว +5

    You probably have a seam on that edge. When exporting, you have to use smooth groups. all your model`s edges must be set to smooth, and all seam edges must be set to hard.

    • @bshukrallah
      @bshukrallah  5 ปีที่แล้ว

      Thank you, I will test that out.

  • @emeraldeelentertainment8988
    @emeraldeelentertainment8988 4 ปีที่แล้ว +10

    This procedure does work. However when I apply the texture to a layer it creates visible seams along my character's mesh.

    • @gaymo69
      @gaymo69 ปีที่แล้ว

      Yes same! It looks good as a baked mesh map, but putting it into a Fill Layer makes seams visible.

  • @indust64
    @indust64 6 ปีที่แล้ว

    Thanks bro

    • @bshukrallah
      @bshukrallah  6 ปีที่แล้ว

      No problem, hope it helps!

  • @nando603
    @nando603 2 ปีที่แล้ว

    Thanks a lot!!!!!!!!!!!!!!!

  • @goroseitto
    @goroseitto 3 ปีที่แล้ว

    thanks bro

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว +1

      No problem! Glad it helped

  • @vladoleynik5293
    @vladoleynik5293 5 ปีที่แล้ว

    Thanks!

    • @bshukrallah
      @bshukrallah  5 ปีที่แล้ว

      No problem. Thanks for watching!

  • @GodIsADog
    @GodIsADog 3 ปีที่แล้ว +1

    Sorry very new to Substance. After you pain in the normals how do you use those two layers to bring it back onto the model?

  • @moonasha
    @moonasha 4 หลายเดือนก่อน

    for some reason if I deleted the baked normals from the texture set settings then put the normals on a layer, it looked awful, like the light wasn't working correctly. But if I did the same process but didn't delete anything, it looked fine. in case anyone had that problem. I was just trying to get bad normal information off a UV island, ended up using a fill layer. For whatever god forsaken reason the layer has to be set to normal mixing mode, but the parent folder can be set to normal detail and work fine.

  • @annelisefreund3908
    @annelisefreund3908 3 ปีที่แล้ว

    Thankyou, I was manually doing this in photoshop. Which, though I feel I have more control, I still cant see the complete model so it was a real chore.

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว

      I agree, Photoshop is much easier. Thanks for watching, glad it helped out!

  • @geniedesu1011
    @geniedesu1011 4 ปีที่แล้ว

    NOT A QUICK TIP BUT A GOD TIP.

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว

      Thanks for watching!

  • @Geroundios
    @Geroundios 10 หลายเดือนก่อน +1

    so how do i use the edited map as textured baked map ?

  • @keithparker5625
    @keithparker5625 4 ปีที่แล้ว +4

    Ok, I've followed along but could you show how to export it out? bring it back in?

    • @StudioNicomedia
      @StudioNicomedia 4 ปีที่แล้ว +1

      just make your changes then file export textures, make a cong just for exporting a normal, export it and replace it to old version normal from your texture set settings. hope its clear

  • @MaDmonkey3311
    @MaDmonkey3311 ปีที่แล้ว

    But when discard map from baking, the generators wont work, right? Cuz it has nothing to generate it from since its only layer

  • @watercat1248
    @watercat1248 4 ปีที่แล้ว

    at last i find the program i need i was looking for a program you can mack other textur map for without convert the exists image image i wont to paint my normal map and height no to convert my exists images

  • @pixeltaku
    @pixeltaku 2 ปีที่แล้ว

    i still can't get it to work...? I followed every step but the brushstrokes I make on the paint layer just don't appear on top of the baked normal layer

  • @alperozgunyesil
    @alperozgunyesil 9 หลายเดือนก่อน

    Yes!

  • @faizhussain7428
    @faizhussain7428 5 ปีที่แล้ว +13

    Unfortunately, this did not work for me

    • @farahah10000
      @farahah10000 4 ปีที่แล้ว

      me neither

    • @anvekarakash
      @anvekarakash 4 ปีที่แล้ว +1

      u have to click on base and turns its normal to zero

  • @swooshbammm7401
    @swooshbammm7401 4 ปีที่แล้ว

    What are those ands in the beginning

  • @Cuissedemouche
    @Cuissedemouche ปีที่แล้ว +4

    It's half working for me.
    I don't understand why, but while using the map in a fill layer, I have weird artifacts at the border of my UVs islands. I don't have any problem while set directly in the texture set settings.
    EDIT: Just found out what was the problem. I have my scene set in OpenGL, but the layer was set in Direct3D. So you need to switch the color space of the layer.

    • @mumumumu666
      @mumumumu666 7 หลายเดือนก่อน +1

      thank you so much i had the same problem

    • @shiv3375
      @shiv3375 5 หลายเดือนก่อน

      Hey can u tell where i can i check for layer whether it is OGL or D3D and set it according to the scene option.

    • @Cuissedemouche
      @Cuissedemouche 5 หลายเดือนก่อน

      @@shiv3375 Where you put your normal map in the fill layer, on the right you have a cross to remove the map, or an arrow to extend the options, you have a section "Bitmap: Auto", just switch it to OpenGL or Direct3D.

    • @shiv3375
      @shiv3375 5 หลายเดือนก่อน

      @@Cuissedemouche Thanks a lot.

  • @carlrotebrink
    @carlrotebrink ปีที่แล้ว

    Ben you da man.

  • @NennMichIltis
    @NennMichIltis 11 หลายเดือนก่อน

    i did all the steps but i cant see a result. Just when i chance the normal color, but that didnt looks right.

  • @arrw
    @arrw 2 ปีที่แล้ว +4

    While this does 'work', it's very hard to fix the problem and draw the normals in how they should be. This is just putting a bandaid on the problem. Imo your time is better spent just going through the steps to do a proper bake that doesn't have artifacts. These artifacts are usually the result of a few things: a bad low poly. Bad uvs. Improper max frontal/rear distance, which can be solved with fiddling with them or making a manual cage. Soft/hard edges where they shouldn't be (on low poly, usually all edges should be soft except for the UV borders). Geometry smashing into other geometry (do an exploded bake or use the naming conventions for separate meshes). Remember to freeze transforms and delete history before exporting! Baking can be tricky but if you read up on how to do it properly, you won't need to fix normal map issues like this.

  • @Azurewroth
    @Azurewroth 2 ปีที่แล้ว +1

    Painting over the normal map did not replace the underlying artifacts for me, it just "overlays" the new paint on top of the artifacts instead of opaquely covering it up. Layer modes are set to normal, replace does not work either. Substance 2019.

  • @robinsalas6789
    @robinsalas6789 ปีที่แล้ว

    for some reason after following the steps on the tutorial substance is showing the uvs seams really clearly

  • @Legta45
    @Legta45 2 ปีที่แล้ว

    i love you

    • @bshukrallah
      @bshukrallah  2 ปีที่แล้ว +1

      Thanks for watching!

  • @Kevin-nq2uq
    @Kevin-nq2uq ปีที่แล้ว

    It doesn't work, if I switch from combine mode to replace mode my normal map disappears so I can't paint on it

  • @persona9886
    @persona9886 ปีที่แล้ว

    I will come back here

  • @0000999able
    @0000999able 3 ปีที่แล้ว

    i was loosing faith in my skills been rebaking for a week and finally realize its sp and not my skills :)

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว +1

      Haha keep up the good work!

  • @dreamsprayanimation
    @dreamsprayanimation ปีที่แล้ว

    0:48 I see what you did there.

  • @ItsVasco3456
    @ItsVasco3456 6 ปีที่แล้ว

    One question, why do people retopo objects that will not be animated?

    • @bshukrallah
      @bshukrallah  6 ปีที่แล้ว +2

      There could be a few reasons - for one, lower poly counts (for games and things like that). Some people may retopo just for practice. Sometimes bad topology will affect the surface of a model and make it look bad also.

    • @ItsVasco3456
      @ItsVasco3456 6 ปีที่แล้ว

      Reishi Mushroom Studios alright that seems like a logical explanation, thank you !

    • @yewzhenpang3282
      @yewzhenpang3282 5 ปีที่แล้ว

      For optimise rendering time,it calculate polycount

    • @sewercat9917
      @sewercat9917 5 ปีที่แล้ว

      Less lag in applications not optimized for high poly counts, faster renders, much easier and better UV mapping

  • @gustavodutra8578
    @gustavodutra8578 4 ปีที่แล้ว

    Oh my god really ? It doesn't work well because the brush color is different from the swatch...

  • @r8bior
    @r8bior 3 ปีที่แล้ว

    Nope, Didn't work for me. I painted over the NM just fine, and got rid of the anomalies, but the high detailed sculpted areas were also deleted even though they were nowhere near the same place on the NM. Had to re-jig the geometry in my materials, import the new mesh and bake new normal maps... I'm sure it would work for some situations.

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว

      Yeah. Honestly the best solution is to do exactly what you did.

  • @gabbuenaflor1700
    @gabbuenaflor1700 ปีที่แล้ว

    0:14 aAaAaaaaanD

  • @Grom84
    @Grom84 5 ปีที่แล้ว

    very weird way, i wasn't able to figure this out without the manual

    • @bshukrallah
      @bshukrallah  5 ปีที่แล้ว +2

      I had to consult the manual also. I do wish there was an easier way.

    • @Grom84
      @Grom84 5 ปีที่แล้ว

      @@bshukrallah yep i watched your video because i thought that i missed something, like "such straight forward thing mustn't be so frustrating"

    • @bshukrallah
      @bshukrallah  5 ปีที่แล้ว

      @@Grom84 sorry I'll try to revisit this in the future, and hopefully make it better!

    • @Grom84
      @Grom84 5 ปีที่แล้ว

      @@bshukrallah no it's not your fault) it was designed this way

  • @naman9564
    @naman9564 5 ปีที่แล้ว +1

    u don't need to do anything of dat sort name ur parts acc problem is ur normal value from different mesh r projecting just name them properly for both low n high poly

  • @kingarthur3847
    @kingarthur3847 3 ปีที่แล้ว +1

    ty for the tip but please turn off this music !!!

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว

      Hi! All of my newer videos are improved in that regard. Thanks for watching! Glad it helped!

    • @kingarthur3847
      @kingarthur3847 3 ปีที่แล้ว +1

      @@bshukrallah using this tip right now ;)

  • @funkEfresh94
    @funkEfresh94 6 ปีที่แล้ว

    Music?

    • @bshukrallah
      @bshukrallah  6 ปีที่แล้ว

      Hi it's Black Heat, by Ross Bugden. You can TH-cam it I believe. Thanks for checking out the video and sorry for the late reply!

  • @azen1627
    @azen1627 5 ปีที่แล้ว +3

    sounds like xxxtentacion

    • @benimo6
      @benimo6 4 ปีที่แล้ว

      Lol holy shit thought I was the only one!!

  • @MEneifal
    @MEneifal 3 ปีที่แล้ว

    I find it easier to just fix it in photoshop

  • @RHYSHALLDIGITALART00122
    @RHYSHALLDIGITALART00122 ปีที่แล้ว

    1:22

  • @onderyetiskin
    @onderyetiskin 2 ปีที่แล้ว

    You explain a little bit complex but still, it works for me. thank you. just advise make a step before making a video and just follow it. appreciate

  • @peter486
    @peter486 5 ปีที่แล้ว +1

    This is cool , but Baking in substance aint that good, Use Toolbag then inport instead of quick fixing stuff that is clearly broken.

  • @postak96
    @postak96 2 ปีที่แล้ว +1

    That's a kind of weird way to "fix" edges. What's the purpose of using a normal map if you are just simply erasing the details... In some cases it is helpful, but particularly in your video using this method is the worst way to fix edges, even if you are gonna paint it super carefully to keep edges smooth, then that's gonna take a lot of time if your model is more complex. In my opinion, the best way to fix that kind of edge is just simply editing your low poly to match the high poly silhouette. Or edit your high poly, depends on what seems easier to edit. Anyway thanks for the tip, for sure it is helpful! 👍

    • @bshukrallah
      @bshukrallah  2 ปีที่แล้ว

      Sorry I missed this! I absolutely agree, the best method to bake the normal maps correctly in the first place :)

  • @HanSolocambo
    @HanSolocambo 2 ปีที่แล้ว

    You should spend a bit more time doing a proper baking than fixing a bad baking by hand O.o

  • @snakebebop
    @snakebebop 4 ปีที่แล้ว +1

    1:40, I cant believe you spent 10 sec trying to delete a layer

    • @bshukrallah
      @bshukrallah  4 ปีที่แล้ว

      Sorry about that! I'll edit better next time. Hope you found some value in the technique anyway!

    • @snakebebop
      @snakebebop 4 ปีที่แล้ว +1

      @@bshukrallah lol it's fine, this was helpful. Good find!

    • @bshukrallah
      @bshukrallah  4 ปีที่แล้ว

      @@snakebebop awesome! Thanks for watching!

  • @juansolo8190
    @juansolo8190 5 ปีที่แล้ว +27

    Hand painting normal maps is literally the worst idea ever. Either learn how to bake it properly or at least blend between two bakes. Painting them by hand is a big no-no!

    • @sbmhome2
      @sbmhome2 5 ปีที่แล้ว +11

      John K. Why is such a no-no? If you have small artifacts and you know what you are doing, why not?
      Also how do you blend between two bakes?
      One more, what if you don’t have the high poly model? (This is my main issue)

    • @juansolo8190
      @juansolo8190 5 ปีที่แล้ว +6

      That`s an oxymoron. If you know what you are doing, you don´t paint normal maps.
      Each tangent space color is a specific angle in in relation to the underlying geometry. You are effectively painting relative directions. Whatever you perceive as correct when painting is 100% wrong when looked at from a mathematical angle. It is very easy to do more damage than good that way.
      If mismatched rays are the problem, you can do two separate bakes and simply blend them photoshop (or similar) using masks. That way you keep the tangent space intact and don´t pick colors at random.
      If you don`t have a high poly model than it really depends on what you are trying to achieve. Most likely you`ll end up with a hacky method though.

    • @sbmhome2
      @sbmhome2 5 ปีที่แล้ว +9

      Totally get what you are saying, and you are right that it is totally guessing when trying to change them by hand.
      What I’m saying is that sometimes you have to break rules to move forward...sometimes a person can get something to the “good enough” with these methods., where if they left it, it would be an eye sore and they have no other recourse since they don’t have the high poly model.
      I see little issues, even with AAA games....even they have to say that something is “good enough” at some point.

    • @juansolo8190
      @juansolo8190 5 ปีที่แล้ว +5

      I seen people introduce massive issues into AAA games by trying to fix poor baking results with hand painting normal maps. Look at the result in the video, the "fix" looks worse than the initial problem.

    • @morphtek
      @morphtek 5 ปีที่แล้ว +12

      youre as dumb as you sound ,he just showed a tehnique and its quite a viable one not to mention it saves quite alot of time if youre missing the highpoly model ,some people are just stupid

  • @halafradrimx
    @halafradrimx 6 ปีที่แล้ว

    You sound really nervous, dude.

  • @watafakaya
    @watafakaya 3 ปีที่แล้ว

    Thank you so much!

    • @bshukrallah
      @bshukrallah  3 ปีที่แล้ว

      No problem! Glad it helped!