If you google "decal", you get the correct pronunciation as a playable audio file. The phonetic is /ˈdiːkal/, which would be pronounced as "deeh-kahl".
I grew up pronouncing it "deckle"; switched to "dee-kal" due to peer pressure, and after learning that it's actually short for " decalcomania", I suppose I should be saying "d' kal" (like "demand" except replace the "mand" with "kal". Whew!
Apparently, decal is pronounced 'deckle' in Canada. www.reddit.com/r/NoStupidQuestions/comments/9ooq8f/why_do_canadians_pronounce_decal_so_differently/
This video has omits a few very important details. - Orthographic camera size is in meters. 2.0 is exactly the size of the plane, but you'll want that to be slightly smaller because otherwise it causes artifacts at the edges of the decal. - The default color of the material is not completely white, your normal matcap is slightly darker than it should be, set viewport color to single, pure white. - Failing to untick "save as render" means your image is saved in filmic transform with dithering by default. Normalmaps are to be interpreted as data, not colors, and unticking it bypasses color management. - The default matcap has artifacts. Not enough to notice in most cases but in case that bothers you the proper way to get a perfectly clean normalmap is through a material: geometry normal -> add vector 1.0,1.0,1.0 -> vector scale 0.5 -> surface output. Then disable EEVEE effects like bloom and AO, set color management to sRGB Raw, adjust dithering as desired, and leave Save as Render ticked when saving.
Thankyou for this it helped me immensely. I tested out both ways and then used the normals in Substance Painter. The videos way is full of artefacts and your way is much much cleaner.
@@sir_arsen It's in the side bar of the file browser when you're saving an image. It might be hidden so you might need to expand the side bar to see it.
Something you missed when saving, is to make sure your color space is set to RAW, rather than filmic or anything else. Otherwise your normal map won't be as accurate because there's post processing color transforms on it. Setting it to raw fixes that.
Can you tell me where to do this? The only place I found was in Render Settings -> Color Management --> View Transform: "Raw". But when I do that, then the image comes out blue looking instead of the normal purple color.
You are right,it is not accurate. If you sample(right click on image in render window), the pixels are not normalized also inconsistent values on same surface(plane)
I don't think it matters for viewport rendering. Changing the post-process settings don't seem to change anything in the viewport, only Eevee/Cycles. Unless the viewport render actually does some extra stuff behind the scenes. But why would it? The feature is just there to preview a scene, not a final render.
Wow, this is basically real-time normal map creation, very smart and intuitive!!! How come I never thought of using the normal matcaps??? You're a frickin genius man!
@@coreys2686 and then realize that the 5000 bolts you added to your scene all have thousands of faces and now your laptop is a puddle of mildly radioactive slag instead of a usable computer.
Well, boy, do I have the program for you... Substance Painter makes stamping on procedural normalmapped/full PBR, customizable screws of any kind a single click... As well as many many other premade normal stamps
@Alison Sanches Krinski I wouldn't say with less work, a single click in substance that also lets you customize the screw shape and is non-destructive is not even the only thing it makes much easier. your method is cool tho
Decal is normally pronounced "dee-cahl" in the US and most English speaking countries and regions. This is mainly because the pronunciation falls in line with words like "desaturate", "decline", "denote", "demerit" and so on as the "de" is by default pronounced "dee" and not "deh". In an often wildly inconsistent language like English, this is one of the few, if arbitrary, instances of consistency.
I know I'm a year late but THANK you, Doc! It's too petty for me to go on a diatribe about, but, if he was trying to cute with that pronunciation like some people do he should have stopped because it was _so annoying_! It's gotta be the stupidest one I can wreck all. Sorry, I meant 'recall'. Also, we don't need a vote. If only we had free dictionaries available online. Every single solitary one of them would probably tell you the pronunciations available. I think there's one with a difficult to remember URL like...dictionary.com or something. Who can remember that, though. I guess it saves time when making a 14 minute video. ~sigh~ There, I feel better. Good video, though. :-P Chunk! (Or is it pronounced Chuck?) Let's take a vote!
Great tutorial. For creating the circle: you have been in the add menu anyway to set the segments. Setting the size in that menu saves the steps of scaling and then applying the scale.
13 minutes of basic modeling and when it's time to apply what you've done... " see how awesome this looks!" The End. Shader and rendering was the most important part here
Thanks o/ May I ask why not use workbench (render engine) to render the image? it's basically the same thing but you can set a higher samples and blah blah... unless you already running maxed out viewport
Very useful. How would you do this to create specular maps, metalness maps, or other PBR maps from a mesh? Are there more matcaps for this that make it as easy as normal maps?
Matcaps work well for Normals, since they both rely on surface normals and camera projection angle. For other PBR maps, there are other factors that matcaps don't really account for (such as intersection, occlusion, etc.), that are needed to make solid maps. I'm not saying it's impossible, if you could manage it that would be incredibly handy, that being said I do see it as being very challenging to accomplish. -Chunck :)
Nice tutorial! So, if we wanted to create arrays of such surface details -- rivets, screw heads, and so on, what would be the workflows for doing that? I can imagine doing that in 3D via modifiers, arraying the decal geo, but does the texture painting process in Blender facilitate that? I'm pretty sure Substance Painter can make that easy.
you covered the whole mesh. that's a texture if you ask me. isn't a decal a detail on top of the texture, like small screws at the corners of the faces? could you do that tutorial too?
Thanks for the ˈdēkal tutorial. The first vowel is long (says its name) either because it's a vowel next to another vowel separated by a consonant; or it has to do with the fact that the vowels are in distinctly separate syllables.
I have a question, isn't it just a tad easier to use the workbench render engine since it seems to only render using matcaps. Maybe that's what it's meant to be used for
Now I can see how Substance made their Hard Surface decals in Substance Painter or at least the result is quite the same. I absolutely like that normal MatCap so is there a way to bake normal with such an amazing quality presented there? If we for example using final model like a single wall and then start to modify it the way we doing in this video there's no chance to add details to a normal texture without using external soft as above-mentioned Substance Painter or Photoshop?
This is great and really worked for me on a model, once I'd taken off the shadows and cavity render. Only problem was when I used this normal map in Substance Painter I had to load it into Photoshop and invert the Y. Is there a way to do this in the matcap?
The thing that I got from this tutorial apart from the work process is that I'm sure you did it in eevee and not by baking in cycles, correct ??? If so this will make it very easy to create normal maps . Well done anyway on producing an easy to follow tutorial.
You simply go into texture paint mode. In the right options menu on the viewport, you can somewhere select your normal map to paint on. If you dont have one yet, the + button right next to your already existing maps lets you create one in 2 clicks. Now in your brush settings under texture create a new texture. This texture can now grab the decal as an image. (you do that in the general textures tab) Now play around with the paint methods. Youll find a Stencil option thats useful for some things. For things like the button there is a option I forgot the name of. you'll find it where you also select 'dots' or 'drag dots' I guess in the strokes option.... it lets you hold a left mouseclick on the mesh and drag the decal to the right size for every individual placement... sorry I cant tell you how its called but that thing is the best for most normal decals You can set this up in an empty project, save a bunch of brushes as own brush presets and save the project as your startup file. That saves you from setting up the right brush types and textures everytime... lastly you'll also find options to overlay your paint (all those basic photoshop layer options) Lots to choose but overlay is the one when you want to add normal detail without loosing whats already there and normal is the one when you want to replace the normals below. I think thats about all you'll need to start right. If anythings not clear...
Decals are just textures that are later applied in engine on top of existing mesh - e.g. bullet hole in wall, sticker on car etc. They aren't applied on entire model like shown at the end of video.
I still quite don't understand the difference between normal maps and decals. Is decals basically normal maps, but when you are doing them in top view perspective?
We're taking a vote on the [deecals] vs [dekhals] dilemma...cast your vote here: th-cam.com/users/postUgzsN_ZdCdNeJT3iqOh4AaABCQ
If you google "decal", you get the correct pronunciation as a playable audio file. The phonetic is /ˈdiːkal/, which would be pronounced as "deeh-kahl".
@@Tovi7 Indeed, it took me a second to understand what a dekhal was as I've never heard anyone pronounce it in that manner.
I grew up pronouncing it "deckle"; switched to "dee-kal" due to peer pressure, and after learning that it's actually short for " decalcomania", I suppose I should be saying "d' kal" (like "demand" except replace the "mand" with "kal". Whew!
@@chrisdrysdale4311 Thank you for sharing your journey. You're an inspiration.
Apparently, decal is pronounced 'deckle' in Canada. www.reddit.com/r/NoStupidQuestions/comments/9ooq8f/why_do_canadians_pronounce_decal_so_differently/
This video has omits a few very important details.
- Orthographic camera size is in meters. 2.0 is exactly the size of the plane, but you'll want that to be slightly smaller because otherwise it causes artifacts at the edges of the decal.
- The default color of the material is not completely white, your normal matcap is slightly darker than it should be, set viewport color to single, pure white.
- Failing to untick "save as render" means your image is saved in filmic transform with dithering by default. Normalmaps are to be interpreted as data, not colors, and unticking it bypasses color management.
- The default matcap has artifacts. Not enough to notice in most cases but in case that bothers you the proper way to get a perfectly clean normalmap is through a material: geometry normal -> add vector 1.0,1.0,1.0 -> vector scale 0.5 -> surface output. Then disable EEVEE effects like bloom and AO, set color management to sRGB Raw, adjust dithering as desired, and leave Save as Render ticked when saving.
Yes
Yes
Thankyou for this it helped me immensely. I tested out both ways and then used the normals in Substance Painter. The videos way is full of artefacts and your way is much much cleaner.
how do i untick "save as render" i can't find it anywhere
@@sir_arsen It's in the side bar of the file browser when you're saving an image. It might be hidden so you might need to expand the side bar to see it.
Something you missed when saving, is to make sure your color space is set to RAW, rather than filmic or anything else. Otherwise your normal map won't be as accurate because there's post processing color transforms on it. Setting it to raw fixes that.
Can you tell me where to do this? The only place I found was in Render Settings -> Color Management --> View Transform: "Raw". But when I do that, then the image comes out blue looking instead of the normal purple color.
You are right,it is not accurate. If you sample(right click on image in render window), the pixels are not normalized also inconsistent values on same surface(plane)
Thanks😊 I was wondering what I did wrong
This is also wrong, what you want is to set view transform to "standard".
I don't think it matters for viewport rendering. Changing the post-process settings don't seem to change anything in the viewport, only Eevee/Cycles. Unless the viewport render actually does some extra stuff behind the scenes. But why would it? The feature is just there to preview a scene, not a final render.
Wow, this is basically real-time normal map creation, very smart and intuitive!!! How come I never thought of using the normal matcaps??? You're a frickin genius man!
I thought they were world space and not tangent normals!
I have seen that matcap but never thought of a use for it. Now I know a great use for it!
excellent quality tutorial once again from You guys :)
Thank you, Grant!
It never would have occurred to me to use the Normal matcap in this way, and yet now it seems so obvious. True genius.
that boolean + bevel + auto smooth trick at around 8:56 is something i needed to see! thanks for the great tutorial.
I never realized how powerful normal maps are. Want to add a bolt to your model? Just import an image for the UV map. What?! It’s that easy!
Make a 4k image with multiple normal maps and bam, all the different screws/bolts etc in one image
or just use the bolt factory add on and make it that much quicker
@@coreys2686 and then realize that the 5000 bolts you added to your scene all have thousands of faces and now your laptop is a puddle of mildly radioactive slag instead of a usable computer.
Well, boy, do I have the program for you... Substance Painter makes stamping on procedural normalmapped/full PBR, customizable screws of any kind a single click... As well as many many other premade normal stamps
@Alison Sanches Krinski I wouldn't say with less work, a single click in substance that also lets you customize the screw shape and is non-destructive is not even the only thing it makes much easier. your method is cool tho
Decal is normally pronounced "dee-cahl" in the US and most English speaking countries and regions. This is mainly because the pronunciation falls in line with words like "desaturate", "decline", "denote", "demerit" and so on as the "de" is by default pronounced "dee" and not "deh". In an often wildly inconsistent language like English, this is one of the few, if arbitrary, instances of consistency.
I know I'm a year late but THANK you, Doc! It's too petty for me to go on a diatribe about, but, if he was trying to cute with that pronunciation like some people do he should have stopped because it was _so annoying_! It's gotta be the stupidest one I can wreck all. Sorry, I meant 'recall'.
Also, we don't need a vote. If only we had free dictionaries available online. Every single solitary one of them would probably tell you the pronunciations available. I think there's one with a difficult to remember URL like...dictionary.com or something. Who can remember that, though. I guess it saves time when making a 14 minute video.
~sigh~ There, I feel better. Good video, though. :-P Chunk! (Or is it pronounced Chuck?) Let's take a vote!
In other words, desist on the deckal.
Yup...dee-kal, short for decalcomania.
en.wikipedia.org/wiki/Decalcomania
Ty for making a default startup file with the default cube ALREADY deleted. You are my hero!
You have no idea how much effort went into it! - Chunck :D
Best 3D tutorial I've seen in this year 👏 👏 👏
I wouldn't have thought of this in a million years!
INCREDIBLE
Great tutorial.
For creating the circle: you have been in the add menu anyway to set the segments. Setting the size in that menu saves the steps of scaling and then applying the scale.
If you have the shortcuts down then scaling regularly ends up being faster.
Man ur a genius if i only knew about this before. Bless you for 1000 times!
Wooow! While working in Substance painter, was wondering how I can get my own Decay. Thanks a lot, CS Cookies. You are the best ever!
Your own decay is inescapable. Just dont use drugs and eat well to keep it away for longer ^^
superb idea!
Thank you for this tutorial. It has been very helpful for my commercial projects.
Brilliant trick for easily modelling normal decals
Excellent Video
nice and clean, good stuff
This technique is so much better than the one I've been using. This is mindblowing!
Happy to help out, man! Hope it speeds things up for ya. - Chunck :)
Love that... This is radical. Thank you.
a little shortcut at 9:28, ctrl+spacebar sets active window to full veiw
Thank you!
Nice tut👍🏻
Just cool! Thanx!
Quite a few nuggets in here. Great work !
Awesome!
Thank you, great tutorial
Brilliant, you saved me.
Very useful! Thanks
Incredible job.
that was very helpfull Thanks❤
This is a life changer. thank you so much!
Thanks!
Top-notch tutorial, thank you!
13 minutes of basic modeling and when it's time to apply what you've done... " see how awesome this looks!" The End.
Shader and rendering was the most important part here
Setting up proper normals was very important IMO
maaaaan i missed ur substance designer tutorials nice to see again
That's amazing. I can't wait to give this a shot
Awesome content
Very nice tutorial!
Great video, thanks for sharing
This is actually what I looked for :) Simple tutorial, and an effective method for creating normal maps for textures :)
Amazing tutorial! Just what I was tryling to learn🔥🙌. Thank you so much 10/10
amazing good job
Perfect! Love this workflow. It is really interesting how we can make a whole method just by using basics from each steps.
great stuff
thanks a lot, great tutorial
DECKLE. Really? Haha. I like the content but couldn't get over the DECKLE and sound fading in and out. Thanks for sharing.
🤣
Lol omg I can’t stop laughing 😂
excelent!
Were you raised on the moon? No one on Earth has ever pronounced it deckle.
Thank you for the tutorial. It was helpful.
Thanks cgcookies 👍👍👍
Our pleasure!
AWESOME~~!!
Thank you so much, nice tuto
nice, that what i want. thank you
I always thought that that shader in workbench was just there to look cool!
Veeeeeery clever, thank you for this gem!
very useful thx man
Cool exactly the workflow I used for making decals.
Thanks o/
May I ask why not use workbench (render engine) to render the image? it's basically the same thing but you can set a higher samples and blah blah...
unless you already running maxed out viewport
Excellent! Thank you Sir Decul LoL.
I love ur channel
Yay! Glad you're here - Wes
Very useful. How would you do this to create specular maps, metalness maps, or other PBR maps from a mesh? Are there more matcaps for this that make it as easy as normal maps?
Matcaps work well for Normals, since they both rely on surface normals and camera projection angle. For other PBR maps, there are other factors that matcaps don't really account for (such as intersection, occlusion, etc.), that are needed to make solid maps. I'm not saying it's impossible, if you could manage it that would be incredibly handy, that being said I do see it as being very challenging to accomplish. -Chunck :)
Exactly what I was struggling to achieve!
What is the difference btw decals and trim sheets?
Nice tutorial! So, if we wanted to create arrays of such surface details -- rivets, screw heads, and so on, what would be the workflows for doing that? I can imagine doing that in 3D via modifiers, arraying the decal geo, but does the texture painting process in Blender facilitate that? I'm pretty sure Substance Painter can make that easy.
Is there a MatCap to crate a bumpmap of this too?
This is black magic man
@CG Cookie 13:09 what is there on the left side of the decal_Background.png in the nodes?
really nice
Now to for me to figure out how to do this in Maya if it is possible. Awesome Content thanks a ton.
you covered the whole mesh. that's a texture if you ask me. isn't a decal a detail on top of the texture, like small screws at the corners of the faces? could you do that tutorial too?
Hi Why is half of my texture grey and noisy when baked. Im baking combined and colored texture. Should I bake differently if I bake a clored texture?
This can also work for directx normal maps if you invert the green channel in photoshop.
Thanks for the ˈdēkal tutorial. The first vowel is long (says its name) either because it's a vowel next to another vowel separated by a consonant; or it has to do with the fact that the vowels are in distinctly separate syllables.
Would love to be able to set the resolution
I have a question, isn't it just a tad easier to use the workbench render engine since it seems to only render using matcaps. Maybe that's what it's meant to be used for
I'll be honest, I've never used the Workbench engine. So that could be a strong possibility! I will have to play around with it. -Chunck :)
useful
Your name is Chunk? Like the kid in Goonies? XD awesome vid brudduh...keep up the excellent work!
"Deckles"???? I don't think I can continue watching this...
it was hard, but I made it through
Now I can see how Substance made their Hard Surface decals in Substance Painter or at least the result is quite the same. I absolutely like that normal MatCap so is there a way to bake normal with such an amazing quality presented there? If we for example using final model like a single wall and then start to modify it the way we doing in this video there's no chance to add details to a normal texture without using external soft as above-mentioned
Substance Painter or Photoshop?
This is great and really worked for me on a model, once I'd taken off the shadows and cavity render. Only problem was when I used this normal map in Substance Painter I had to load it into Photoshop and invert the Y. Is there a way to do this in the matcap?
Is creating a normal map like this better than baking one using cycles bake settings???
The thing that I got from this tutorial apart from the work process is that I'm sure you did it in eevee and not by baking in cycles, correct ???
If so this will make it very easy to create normal maps .
Well done anyway on producing an easy to follow tutorial.
It's the Workbench renderer. But, yeah instant results... no baking required!
Do they even sell Standard Screws still?
Awesome video. Side question though. I've never heard it pronounced "dehckle" before. Only "DeeKal" is that some regional thing?
Google suggests that it's a regional Canadian thing?
@@river_brook ah thanks! Today I learned.
Serious scientific investigation happening rn: th-cam.com/users/postUgzsN_ZdCdNeJT3iqOh4AaABCQ
What does he have connected to the image texture and normal map at the end? Why did he leave out such critical information in a long tutorial?
Thank you very much, How can I use Texture Paint to paint this same decal to my object after exporting it?
Substance Painter.
You simply go into texture paint mode. In the right options menu on the viewport, you can somewhere select your normal map to paint on. If you dont have one yet, the + button right next to your already existing maps lets you create one in 2 clicks.
Now in your brush settings under texture create a new texture. This texture can now grab the decal as an image. (you do that in the general textures tab)
Now play around with the paint methods. Youll find a Stencil option thats useful for some things.
For things like the button there is a option I forgot the name of. you'll find it where you also select 'dots' or 'drag dots' I guess in the strokes option.... it lets you hold a left mouseclick on the mesh and drag the decal to the right size for every individual placement... sorry I cant tell you how its called but that thing is the best for most normal decals
You can set this up in an empty project, save a bunch of brushes as own brush presets and save the project as your startup file. That saves you from setting up the right brush types and textures everytime...
lastly you'll also find options to overlay your paint (all those basic photoshop layer options)
Lots to choose but overlay is the one when you want to add normal detail without loosing whats already there and normal is the one when you want to replace the normals below.
I think thats about all you'll need to start right. If anythings not clear...
Never in the history of ever has anyone ever pronounced decal as deckle.
Cool tutorial tho
Where do i find that normal shader?
lmao it has never been 'deckle', its always been 'dee-cal'
You had an issue with colliding edges when you scaled your cutter, if anyone gets this issue you can use the wield modifier to rectify it.
Couldnt you use mean crease instead of bevel modifier
conveniently, ALT+R enables some NVIDIA performance overlay. Things always seem simpler until I go to do them lol.
So decals = displacement or did i get something wrong ? I'm confused
Decals are just textures that are later applied in engine on top of existing mesh - e.g. bullet hole in wall, sticker on car etc. They aren't applied on entire model like shown at the end of video.
I still quite don't understand the difference between normal maps and decals. Is decals basically normal maps, but when you are doing them in top view perspective?
Реально крутой урок, спасибо!
I mean, what you could have done instead of shade smooth and modifiers just just to use auto smooth in the normals tab, wouldn't that work?
sharp edges do not look good on a normal map. The bevel modifier is necessary.
How to make this decal a 3d decal like we get with decal machine addon. Thanks
Noice .