A new series on Customizing Normals in Blender 3.1 for clean shading and stylistic control. We'll be learning a Normal Transfer based workflow where we model the shapes we want, transfer them to our main mesh and combine them together, then bake them to textures. We'll start with simple options using the Data Transfer Modifier, then get into Geometry and Shader Nodes.
This first video is the series overview. It previews a wide variety of tools and setups we'll be learning about, and goes into detail on what exactly the problems are, why we have them, and how they can be solved.
Other Vertex Normals/Smooth Shading explanations:
youtube.com/watch?v=PMgjVJogIbc
youtube.com/watch?v=hkTjreiookM
Timestamps:
00:00 - Part 1 intro
00:53 - Plane topology comparison
02:42 - Face topology comparison
06:20 - Summary of my experiments
18:55 - The Geonodes transfer setup
26:11 - Series topics list
27:14 - Part 2 intro
27:33 - Normal display material
28:38 - Looking at more topology
29:56 - The mysteries of triangles
32:28 - Understanding vertex normals
40:32 - Back to those damn triangles
42:48 - What Autosmooth/Sharp are doing
44:09 - The Deformation problem
47:12 - Face deformation comparison
48:20 - Outro