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1

Handpainting both base material and normal map

Community Beginner ,
Jan 25, 2024 Jan 25, 2024

For a "painterly" style project I am currently working on, I am manually painting the normal map in order to give a sort of Brushstrokes effect. 

vonw45762603_0-1706249195589.png

vonw45762603_2-1706249346241.png

A major difficulty with this strategy, however, is that it requires there to be only one base color with the material. This is due to the fact that if the base color and the normal map patterns do not match up, the painterly effect will no longer work properly. 

Is there any way I can hand paint the normal map and base color simultaneously so that these two textures might match up?

Thank you!

TOPICS
Baking , Color Management , Discussion
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Adobe Employee ,
Jan 26, 2024 Jan 26, 2024

Hello @vonw45762603,

 

With a Paint Layer, you can edit the color of the Normal and the Base color before every strokes, but it sounds extremely tedious.

 

Alternatively, you could add an Anchor point to the Normal Layer, create a second layer and place the anchor in the Base Color slot. With Gradient, HSL, color match and others effects, you could build a decent Base Color.

 

However, I'm also convinced you could make an automatic filter through Substance 3D Designer

 

On a personnal level, I am curious which Normal map you used? This looks like a World Space Normal, and where do you plug it in the end? The World Space Normal slot or the traditional Normal map?

Regards,

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
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New Here ,
Jul 24, 2024 Jul 24, 2024

chek out this tutorial here the artist explain how to.  https://www.youtube.com/watch?v=oYrSmUXWFHw&t=1540s

I saw somethig similar in blender, in this tutorial the artist is doing it in substance painter

 

If you want a cool 2D painterly style on your 3D character and are struggling with how to get that in Subtance Painter and Maya then this tutorial is for you! I used this method for my senior capstone short.
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New Here ,
Oct 05, 2024 Oct 05, 2024
LATEST

Thank you so much for this, was exactly the tutorial I was looking for.

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