What Are Normals? 3D Fundamentals (Blender 2.8)

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  • เผยแพร่เมื่อ 16 ต.ค. 2024

ความคิดเห็น • 68

  • @mkparsons
    @mkparsons 5 ปีที่แล้ว +38

    This is a tutorial every beginning Blender model maker should see. It covered in one video methods that took me years to compile over many tutorials. Well stepped, well explained. I enjoyed watching this. A 2.8 lesson winner.

  • @flexthought7655
    @flexthought7655 5 ปีที่แล้ว +8

    1st detailed explanation of Normals on TH-cam. Great job my friend.

  • @spiritofmax
    @spiritofmax 4 ปีที่แล้ว +1

    I am working in the industry for more than 5 years now but i have never been this clear on this Normal fundamentals. thank you for sharing this valuable knowledge.

  • @itsMBWAAA
    @itsMBWAAA 3 ปีที่แล้ว +1

    this tutorial is so in depth its amazing! i googled "blender 2.8 what are normals" out of curiosity and basically was looking for a one sentence answer lol but im halfway in and ive learned so much more than i didnt know i needed! thanks liked and subscribed

  • @tim_bayer
    @tim_bayer 4 ปีที่แล้ว +2

    Probably the best overview of normals I've ever seen. Hope you get back to doing videos again, very well done!

  • @TerenceKearns
    @TerenceKearns 3 ปีที่แล้ว +1

    Absolutely fantastic job of dealing with an enigmatic issue.

  • @nottinghasm
    @nottinghasm 4 ปีที่แล้ว +2

    A really superb video, tackling a fundamental subject that many Blender experts assume we already know about. Great information and a nice relaxed pace and delivery. I've now subscribed and will be checking your other videos :)

  • @BigCityPalooka
    @BigCityPalooka 4 ปีที่แล้ว +1

    Really super helpful. Thank you for putting all the effort into making this. It's a tricky sort of concept, but this is, imho, the clearest unpacking of it on all of YT. Cheers. :)

  • @TerenceKearns
    @TerenceKearns 3 ปีที่แล้ว +3

    8:10 the Octane rendering engine has a principle shader feature called "round edges". I think internally it must just create extra normals near the edges. Very handy if you want to turn around a visualising for a CAD model real quick.

  • @virtual_intel
    @virtual_intel 5 ปีที่แล้ว +2

    Dope tutorial love how Smooth you explain things 👌😊 thanks subbed for sure! Keep teaching out here.

  • @Threshroge
    @Threshroge 5 ปีที่แล้ว +3

    This is f****** nuts dude you just gave us a blender PowerPoint presentation you are defining the new style of presentation

  • @akram-sz7qj
    @akram-sz7qj 4 ปีที่แล้ว +2

    you are are better than a lot of bullshits in youtube. you are the best!

  • @Locker666332
    @Locker666332 5 ปีที่แล้ว +2

    Great tutorial! I would love to see a follow up where you explore sub d and creases to adjust the form.

    • @3DTinkerer
      @3DTinkerer  5 ปีที่แล้ว

      Thanks! Il take that into consideration.

  • @abuhuraira_m.a
    @abuhuraira_m.a 5 ปีที่แล้ว +1

    FANTASTIC TUTORIAL

  • @diostudio7198
    @diostudio7198 5 ปีที่แล้ว +2

    Thanks man, keep going you teach clearly

  • @Palerider1011
    @Palerider1011 5 ปีที่แล้ว +1

    Thanks for the tutorial! I just ran into this last week when exporting a room interior from Blender to Unity. I knew what the problem was, but I didn't know how to flip normals in Blender 2.8.

  • @Coussini
    @Coussini 4 ปีที่แล้ว

    Superbe way to treat theses normal. Great explanation

  • @petarpetrov5548
    @petarpetrov5548 4 ปีที่แล้ว +2

    Thanks a lot, I was confused about the subject!!

  • @ratatat12356
    @ratatat12356 5 ปีที่แล้ว +6

    dis be helpin me get gooder at the blender

  • @samito7147
    @samito7147 3 ปีที่แล้ว +1

    Really useful, thanks!

  • @parix85
    @parix85 4 ปีที่แล้ว +1

    This is gold. Thanks mate

  • @aprendendocomgames
    @aprendendocomgames 5 ปีที่แล้ว +1

    Awesome tutorial man! Thanks a lot. ❤🎮💡

  • @hopefulkoala01435
    @hopefulkoala01435 3 ปีที่แล้ว

    what a fantastic video. Thank-you

  • @DanMcLaughlin
    @DanMcLaughlin 4 ปีที่แล้ว

    There's a sixth way which is to separate out the problematic mesh into it's own object ('p' key). When you do this it's not trying to link up and average across the entire surface, but can average across just the localized surface. Obviously depends on whether it makes logical sense for your model to break out the region in question.

  • @lovebbqnoles367
    @lovebbqnoles367 3 ปีที่แล้ว +2

    Dam Bruh,..This helped me out Soooo much!! Thanks!

  • @sachinsreekumar4033
    @sachinsreekumar4033 4 ปีที่แล้ว +3

    this saved my quest, i was struggling with rigging. whenever i rig my character, the charactere was depleting in pose model. all my normals were pointing inside. apparently it doesnt work with normals pointing inside. just had to flip.

  • @stevesculptor1
    @stevesculptor1 3 ปีที่แล้ว

    Excellent 30 minutes, I learned more in this than in days of trawling through 'forums' uurgg! . . . I've subscribed ! @3D Tinkerer I've have a base mesh character, I'm ready to start sculpting, but I'm confused with modifiers, mirror, multires, subdivide, do you cover this this in other videos ? Thx again.

  • @TomtheMagician21
    @TomtheMagician21 4 ปีที่แล้ว

    Thanks 👍 what is the option where you can add bumps and displacement but physically because I’m not sure how to do that

  • @vietnamcrafts5645
    @vietnamcrafts5645 2 ปีที่แล้ว

    Thank you very much for the video!

  • @acmtsing
    @acmtsing 4 ปีที่แล้ว

    Enjoyed the tutorial. Thanks for sharing. ^_^

  • @arehman7151
    @arehman7151 5 ปีที่แล้ว +1

    Great Tutorial about normals, nicely explained. Thank you very much.
    I have a question for you, What about Architecture designs, like walls? Do we need to create loop cuts? So there wont be any artifacts issue.
    Regards

    • @3DTinkerer
      @3DTinkerer  5 ปีที่แล้ว +1

      If your wall is a flat plane there won't be any other faces for the normals to be averaged with so it will look fine shading wise. If your wall is a rectangle you should turn on auto smoothing or add loop cuts.

  • @fearcry
    @fearcry 5 ปีที่แล้ว +1

    Learn a lot, thank you for sharing :)

  • @manojesz
    @manojesz 3 ปีที่แล้ว

    Awesome. Thanks!

  • @woah9839
    @woah9839 4 ปีที่แล้ว

    Thanks this was a great!

  • @ErikNoble
    @ErikNoble 5 ปีที่แล้ว +1

    @3D Tinkerer: I have one question ...in the subdivide way you point out that the edge loops creates artifacts is there any way to remove those artifacts and get the surface smooth again without changing the edge loops/geometry?
    ps: Thank you for the tutorial :)

    • @3DTinkerer
      @3DTinkerer  5 ปีที่แล้ว +1

      Subdivision can be kinda finicky with edge loops. If you are making a complex object you might want to use a few smaller objects to simply each subdivided object.
      The easy way to avoid artifacts is to keep in mind that every time you create an edge loop you are adding more and more geometry. So overly complex objects might have weird ripples or deformations.

    • @terner1234
      @terner1234 5 ปีที่แล้ว +1

      You can use the bevel modifier before the subserf (you don't need to apply it, it just has to be above the subsurf) and set it to either angle or vertex group limiting, you can make the segments 2 and profile 0 (to only add geometry but not smooth the mesh before subdividing)

  • @DiegoSilva-zm3ke
    @DiegoSilva-zm3ke 4 ปีที่แล้ว

    To bake normals (selected to active) the low poly mesh must be inside or outside from high poly?

  • @blenderstuff2239
    @blenderstuff2239 5 ปีที่แล้ว +1

    great video!

  • @thedefaultcube1218
    @thedefaultcube1218 5 ปีที่แล้ว

    I don't know if it's a 2.8 bug, but I model for a game engine and I understand them, but when I flip a face with Alt + N it's flipping both :(
    Context. I scaled a cube on the z axis. It's the floor for the second story of a house. So I want to flip the normal for the underneath face. With just the underneath face selected, it's flipping the top face ( the second story floor. ) So I'm stuck with a transparent celling on the first floor or a transparent floor on the second.
    Ugh.

  • @petertremblay3725
    @petertremblay3725 5 ปีที่แล้ว +1

    Coming from 3ds max i still miss the smooth group feature since for game asset it was so much easier with smooth groups!

    • @3DTinkerer
      @3DTinkerer  5 ปีที่แล้ว

      I did some quick research on what smooth groups are and I believe Blender has an alternative.
      If you want to be able to apply a bevel to specific edges non-destructively you can apply a bevel modifier to your object and create a new vertex group with only the edges you want to be beveled. (The bevel modifier has a vertex group option under limit method)
      Vertex group link (Blender 2.7 docs): docs.blender.org/manual/en/latest/modeling/meshes/properties/vertex_groups/assigning_vertex_group.html
      Bevel modifier (2.7 docs): docs.blender.org/manual/en/latest/modeling/modifiers/generate/bevel.html

  • @micebirds
    @micebirds 4 ปีที่แล้ว +1

    Thanks!

  • @shadowgaminggaming3182
    @shadowgaminggaming3182 4 ปีที่แล้ว

    HOW DO I DO A DOUBLE SIDED NORMAL FOR LIKE A CAPE?

  • @CLaw-tb5gg
    @CLaw-tb5gg 4 ปีที่แล้ว

    Transitioning from Cinema 4D this is one of a lot of small things that tbh I think C4D does better than Blender: in C4D polygons with inwards and outwards-facing normals are coloured differently (yellow and blue respectively), and it's a lot easier to see instantly what's going on than little lines coming out of them (or not). It must be nightmarish if you've got a high-poly model with lines sticking out everywhere trying to see what individual polys are doing.
    (to soothe anyone's potential hurt feelings there's a lot of things Blender does better: the idea of real-time subsurface scattering still kind of blows my mind)

    • @nightflared
      @nightflared 4 ปีที่แล้ว

      There's "face orientation" feature in blender, it works as you described. Maybe it was added recently

  • @k4ZZ4r013
    @k4ZZ4r013 5 ปีที่แล้ว +2

    Calculate inside could be used for a skybox... damn

  • @comradeviper4054
    @comradeviper4054 4 ปีที่แล้ว

    the overlays tab isnt there and i cant view the normals

  • @BabyGlass
    @BabyGlass 4 ปีที่แล้ว

    how you make words in blender likethat

  • @TheValkire
    @TheValkire 4 ปีที่แล้ว

    Great and detailed tutorial! It is a little discouraging though, for someone like me who has just started with Blender and 3D in general, just to think about having to deal with so many things to get everything right...

  • @notronn1507
    @notronn1507 2 ปีที่แล้ว

    Tanks

  • @rumputpng
    @rumputpng 3 ปีที่แล้ว

    i came here cause of my driver's problem, and must turn on the "high quality normal",
    but idk what "normal" is until i found this video, thanks

  • @fashionmmm
    @fashionmmm 5 ปีที่แล้ว

    不错

  • @saikopiratos
    @saikopiratos 4 ปีที่แล้ว +2

    omg! so thats why half the house i build was invisible in unity! thanks for the help.

  • @aaayerus
    @aaayerus 4 ปีที่แล้ว +3

    video title "what are normals?", in the video: "normal maps are weird looking maps that fake geometry". yeah, good explanation!

    • @bunkteriamonster7830
      @bunkteriamonster7830 4 ปีที่แล้ว

      thats a normal map, bibbum

    • @aaayerus
      @aaayerus 4 ปีที่แล้ว

      @@bunkteriamonster7830 so normal maps have nothing to do with normals, bibop?

    • @bunkteriamonster7830
      @bunkteriamonster7830 4 ปีที่แล้ว

      @@aaayerus a normal can be defined as how geometry appears, normal maps apply false geometry as a texture to make the mesh look more detailed, the normal's disused in the video are about how the normal's created by geometry can effect the shading of the mesh, bibbum.

  • @intelligenceservices
    @intelligenceservices 3 ปีที่แล้ว

    i had to watch a video to remember how to see the normals. now i am looking for another video that shows how to turn them off... typical blender.

  • @k4ZZ4r013
    @k4ZZ4r013 5 ปีที่แล้ว +1

    Duu... How the fuck do you see your text?? Also thanks for the video I'm watching a udemy course and normals aren't properly explained but applied often.

    • @3DTinkerer
      @3DTinkerer  5 ปีที่แล้ว

      I've started to increase the text size and adding a key screen cast to my newer videos

    • @k4ZZ4r013
      @k4ZZ4r013 5 ปีที่แล้ว +1

      @@3DTinkerer That key screen is super useful. The course I watch for blender uses it. It's surprising actually how often I look at it. Even having gotten down as many of the hotkeys as I have. For example when the instructor was trying to alternate which edge loop was selected when he clicked on an edge I wasn't sure how to change it rewatched multiple times until I looked at the key screen and instantly figured it out.

  • @taufik_sopiyan
    @taufik_sopiyan 3 ปีที่แล้ว

    12:33

  • @patty4449
    @patty4449 3 ปีที่แล้ว

    Genshin Impact solves this issue quite well...

  • @Wzxxx
    @Wzxxx 5 ปีที่แล้ว

    Great but how to avoid such artifacts like You did with loops on connected sphere? You supported geometry on the front object and destroyed a sphere. Is there a way to avoid it?