Creating Tileable Textures In Blender With Sculpting

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  • เผยแพร่เมื่อ 6 ก.พ. 2025

ความคิดเห็น • 40

  • @GMVGuy
    @GMVGuy 4 ปีที่แล้ว +4

    I'm gonna use this trick for the first time to make my animation's textues better. Thanks for this amazing tutorial

  • @stretchelold
    @stretchelold 5 ปีที่แล้ว +10

    Such an underrated tutorial !
    thats an upvote from me !

    • @MrTriPie
      @MrTriPie  5 ปีที่แล้ว

      Thank you!

  • @andrewblack3377
    @andrewblack3377 3 ปีที่แล้ว +8

    If seeing weird, sometimes inverted, normals in unreal, try either:
    A) In blender, before baking, set Bake > Influence > Swizzle > G to "-Y"
    or
    B) In unreal, when (or after) importing the texture, check the "Flip Green Channel" import setting.

  • @Palerider1011
    @Palerider1011 5 ปีที่แล้ว +4

    A great tutorial for understanding tileable texture! Thanks for putting this together.

    • @MrTriPie
      @MrTriPie  5 ปีที่แล้ว

      Thank you!

  • @enfixinglight1623
    @enfixinglight1623 3 ปีที่แล้ว

    You fit so much great information into one tutorial and kept it succinct. Kuddos!

  • @moniviphousetphann3146
    @moniviphousetphann3146 3 ปีที่แล้ว +1

    This video just blew my mind

  • @erz3030
    @erz3030 4 ปีที่แล้ว

    Nice tuto thanks! It helped illuminate the power of using masks with texturing.

  • @zerocommentgameplay794
    @zerocommentgameplay794 3 ปีที่แล้ว +1

    Thanks sir, this really helped me a lot

  • @harrysanders818
    @harrysanders818 4 ปีที่แล้ว

    I think you really don't need that much geo when sculpting inside of blender, because the smooth shading gives you usable high res looking results much sooner than in zbrush, where only flat shading is available. Especially for big forms strokes this would help performance.

  • @eugeniopignataro2208
    @eugeniopignataro2208 2 ปีที่แล้ว +1

    You could use a PBR baker instead of do it by hand.
    Oscurart Bake PBR, it is for free, and it is in my git repo! tell me if you need a hand.

  • @BossBabyBestAnime
    @BossBabyBestAnime 5 ปีที่แล้ว

    Great! You are an inspiration for me to learn more!

    • @MrTriPie
      @MrTriPie  5 ปีที่แล้ว

      Thanks you! Glad you're having fun learning!

  • @petertremblay3725
    @petertremblay3725 4 ปีที่แล้ว

    How would you stamp a pattern on a line so the pattern repeat along a long object?

  • @Dhieen
    @Dhieen 5 ปีที่แล้ว +1

    very cool ! and short

    • @MrTriPie
      @MrTriPie  5 ปีที่แล้ว

      Thank you!

  • @pawnix4122
    @pawnix4122 4 ปีที่แล้ว

    The sculp isn't seamless. I tried using the array modifier and also just copy pasting , but there's always a visible gap.

  • @hda8209
    @hda8209 4 ปีที่แล้ว

    Thanks man!!

  • @hasanbasryand6880
    @hasanbasryand6880 3 ปีที่แล้ว

    Hi. I'm wondering about such a thing. We can bake and output textures in the shading panel of the blender. For example, I created a lava flow, animation in the shading panel, so how do I output it? Also my main goal is to dump this output into an unreal engine.

    • @MrTriPie
      @MrTriPie  3 ปีที่แล้ว +1

      I don't think it's ideal to bake many frames of a lava flow texture animation for a game engine. I don't fully understand how they work, but it may be better to look into Flow Map textures, where a single texture can be used to make a static texture look like it's flowing with some shader magic. There's this addon for blender to paint them: clemensbeute.gumroad.com/l/heZDT and there should be an asset or tutorial that can be used in Unreal to set it up.
      If you really want to bake several frames of it though, I don't know if you can bake an animation in blender the normal way, so you could instead treat it like you're rendering an animation. Put your material on a plane, point a camera straight at it, set the camera to orthographic and set the render resolution to the texture res you want. Go to the output tab of the bottom right properties panel (the printer icon) and in the render output set where you want it to render and the format (probably png, and in Unreal use a flip book node in the material). Press Ctrl F12 to render the animation.

    • @hasanbasryand6880
      @hasanbasryand6880 3 ปีที่แล้ว

      @@MrTriPie It's really a different method. Thank you very much.

  • @johnlogostini4600
    @johnlogostini4600 5 ปีที่แล้ว +1

    Switch Normal Map Color Space To Non-Color To Fix Normal Maping

  • @kindafearlessjake3836
    @kindafearlessjake3836 5 ปีที่แล้ว +1

    I'm somewhat new to this so how would you be able to take the base color map, roughness map, and normal map and save each one of those as a separate image. The reason being is I'm trying to develop my own textures for a video game I'm in the process of developing. Otherwise fantastic video!

    • @MrTriPie
      @MrTriPie  5 ปีที่แล้ว +1

      In blender's image viewer there should be an 'image' menu that you can click on and then choose 'save' (on my phone so the names might not be exact)

    • @kindafearlessjake3836
      @kindafearlessjake3836 5 ปีที่แล้ว

      @@MrTriPie Thank You this helped!

    • @MrTriPie
      @MrTriPie  5 ปีที่แล้ว

      No problem!

  • @kikec1225
    @kikec1225 5 ปีที่แล้ว +1

    Why do you sculpt the whole thing but then the plane (where you bake it) is half the size? :/

    • @MrTriPie
      @MrTriPie  5 ปีที่แล้ว +2

      I sculpted at double the size so that it would have room for making sure it tiled correctly. Since the sculpt would be a 2x2 set of the same tiles, I would only need to bake 1 of the tiles to save texture space. (And then I can set the material to tile, or in the UVs)

    • @kikec1225
      @kikec1225 5 ปีที่แล้ว

      @@MrTriPie Thank you :)

  • @abelmahoncortes391
    @abelmahoncortes391 5 ปีที่แล้ว +1

    Hello. I just ended doing the Ambient Oclussion Map u tell in the video, but everytime I jump into the LookDev tab, and since the very beginning, my screen looks a giant black screen where I can only see the silhouette of the object and 2 weird circles in the bottom of the 3D view. I would love to send a pic but apparently TH-cam does not allow me to do so.
    Thanks in advance for the video!

    • @MrTriPie
      @MrTriPie  5 ปีที่แล้ว

      I'd guess one of a few things:
      1. Problem with materials, maybe try making a new one or replacing the output node?
      2. Environment map/lighting isnt settup correctly, do the spheres in the bottom look like chrome with reflections of an environment (such as trees or something not in your scene) and it looks fine when the viewport mode is set to render? I think the settings would be in the top right of the viewport (not with my computer right now so can't check), if not it would be in the bottom right properties panel, maybe under world.
      3. Gpu driver issues, maybe need to update

  • @Dhieen
    @Dhieen 5 ปีที่แล้ว

    When i bake the AO the texture is transparent, is that normal?

    • @MrTriPie
      @MrTriPie  5 ปีที่แล้ว +1

      No, that would be would be one of the render settings (I can check it out later if you want), it probably won't matter though for AO, just change from rgba to rgb in the save png settings and it'll get rid of the alpha.

  • @yoando125
    @yoando125 5 ปีที่แล้ว +1

    Hey ! thanks for the tut ! i was wondering if there is a way to make the tiling only from the edges and work only on one panel rather than having it tile 4 times on a single plane ? Like the wrap mode in zbrush

    • @MrTriPie
      @MrTriPie  5 ปีที่แล้ว

      You'll just need to twerk a few settings like making it only tile on one axis in school settings, and maybe cutting the plane in half

  • @aegisgfx
    @aegisgfx 4 ปีที่แล้ว

    So the ad before your video ran perfectly. The video never did run however. TH-cam is cancer.

  • @w4llst3r37
    @w4llst3r37 4 ปีที่แล้ว

    Barely worked, crease just left a small dent, if I tried to do anything it would do it in the other side of the model.