Transferring content with Bump and Normal Maps - Daz to Unreal

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today I'll show you how to transfer a Das outfit that has both a normal map as well as a bump map into Unreal Engine with the Das to Unreal bridge this is my assistant Cheyenne here hello cheyen how's it going and she is wearing the summer bikini for Genesis 9 that has exactly that and we'll see this a moment in D Studio that the bottom bit the crinkly bit is generated with a normal map and the top bit here that pattern all the texture detail that is created with a bump map and on top of all that we also have a transparency map that is responsible for the cutouts here so if we look at this in D Studio then on the summer top I'll select that first and on the surfaces tab then on the base collection here and then in the bump Channel I see that I have in fact this as a bump map and this as a normal map so that's how you can tell what detail is generated by what however if I go and transfer that into Unreal Engine then I'll see something like this so I still see the outfit and it's all intact but I don't see any pattern showing up on the top at all but I do see something happening at the bottom which is that crinkly bit that we just saw on the normal map and that is of course because there's no bump map connected so I'll show you two ways of doing this uh One is using external tools like substance painter for that in fact it is using substance painter for that but you can also find other tools like there might be an option in Photoshop that might be working on your system it isn't on mine but if you get it to work there's also online tools that can turn a height map or a bump map into a normal map you can use those and there's also a way to do this directly with the bridge so I'll put chapter points in the description so that you can jump ahead to the relevant sections if you don't want to listen to the whole thing let's take a look then first at our figure with the outfit material here in fact on asset details this is here at the bottom you can see that is the material for the top let's just use the top as an example open that up and then we can see what's connected so this is the diffuse this is the opacity and we have a metallic and we do have a normal which when I open that up that is this so exactly what we saw in the promo picture we see bottom crinkly details but nothing on the top here so if we go into the base Alpha material here that's the parent material and I have a quick nosy at how that is set up you can see that there is sort of a bump output so the material itself knows how to deal with it but there's just nowhere where we can put that in so let's go and have a look how we can mix this together with the bump map in substance painter first and then generate ourselves a new normal map that we can replace this one instead let's have a look at that and then we're going to have a look at how to do this with the Das Bridge first let's go and take the summer top out that's the only thing we need and uh export onto my desktop let's make that an obj in fact fact I'll just call that one top and I'm going to make it D Studio scale and I'm going to write the original surfaces out I think yeah let's do that uh we can also just go into here and those are the two maps that we really need so I can go up here and then go to browse and then just go make sure I'm in this folder when I go and load these two things in substance painter in a moment so in substance painter let's go and make a new project here template doesn't really matter but we'll leave unre engine for now that's okay and this was on the desktop just top fantastic and let's go and use 4K as a document resolution open GL for a normal map format and import baked Maps this is actually where we can import the two maps that we need for this so under add I'll paste in my path here and then I'll see if I can find the normal for the top which is this one here and the bump for the top which is this one so those two let's open that up and they'll be imported together with my obj file here there we go nicely done we can bake the maps for this but we don't really need to do that because we really only want to mix what is there so no baking necessary but let's make a fill layer here and switch off everything but the height and the normal map and then we'll load in our normal here from assets under all libraries we switch that over to project and then we'll go and switch this to textures here and then we have our normal and our bump so the normal goes into here just left click that in there and then we'll see that is some detail that's that's already there and then the bump goes into the height channel here and then you can adjust how much height you want to have in there to make that strength adjustment of either map that isn't exactly obvious here like so many things in substance painer not exactly the most userfriendly but here's how you do that you head over back to the layers Tab and then you think there's some kind of a number or slider with which you can adjust the normal and the strength intensity and you can do that with this drop down at the top here this is currently set to base color which means this value here is adjusts how much the base color is being blended into the layer stack but of course we don't have one which is why this doesn't really make a difference right now so if we set this from base color to height we're adjusting the height detail so that's the height that's our bump map and then there's another one is called normal and that's the intensity of our normal map that we're blending in so let's start with the height that changes this blending mode here from normal to ledge whatever that means this like massive menu and I suppose a little Edge is great for height whatever that means and then you go and adjust that value here and that blends in more or less of the height map of a bump map same thing with normal if you go and and adjust that then you get the strength of the normal detail here that's how you do that so you can blend them together until you're happy if you needed to make changes that will require you to increases above 100 well that of course isn't possible unless you go and duplicate that layer so alt left click and drag to make a duplicate and then you have twice as much of that detail and then you can do the same thing so maybe turn that down and then go over here to the height and then turn height down on one and then you can add a little bit more of the normal map if you needed that and that's basically our work done now we can just export this out and that'll export us a combined normal map out of this so file export textures I'll go and leave the default directory here in fact open that up just to see if there's anything in there yeah I think there is so let's go and delete that first and then and then my output settings that should already be set to 4K here by default all I need to do is now hit export and that'll bake out everything including the stuff I don't need but it's fine because it'll also come with that combined normal map so these two those are maps that we currently don't need but this one here you can see that if we well if we open it up you can see that it has now the crinkly bit as well as the paty bit maybe infinite dilation was a little bit terrible but hey it's going to work it's going to work so that map we now need to go and import into unre engine and the way we do that is to open that up I might just going to do this here that we know where it's going to be paste that path in here and pick that up from here and that is our combined normal map so now I can go and replace that in the normal texture that's already here so with that selected down here I can go and click this button here and then in my viewp I should see that I now have maybe a slightly overemphasized combined effect there but it is now there and that's exactly what I want so that's something that you can do with an external tool and you don't have to worry about materials at all or with re-exporting things or whatnot so that's good if you have these external tools but if not then you know that's not so good like Photoshop for example since it is open Ed to have this option in here under filter you can go to 3D and if this was a black and white map you can just go and turn that into a normal map from here so that's a possibility to generate that second normal map and we'll talk about how to mix those together in Unreal Engine in a moment but as you can see in my version of Photoshop it no longer works so even though that what is saying here is in fact enabled it just doesn't work and it's one of those things so maybe you're luckier I am not so in this case this is this is not an option so substance painter it is for me but there are online tools that you can use as well so another option then and I'll go and bring this back here to the previous version there it is now it's flat again is that we use D Studio to create the normal map from the bump map on the second transfer so let's see how to do that in D Studio I'm going to go and go back to the top and I'll go and set my normal map in fact to nothing so over here I'll go click on that map and say none since we already have that other normal map in un real and we don't need it again so now we are left with well not much detail at the bottom and just the pattery bit which is the bump map so now if I only transfer the top and I'll won't transfer the figure because it's just for the textures here I'll go say Dash to Unreal there's a funky little menu at the bottom here that's the advanced settings so there we have an option called generate normal maps and thank you for Daniel from the Das Bridge team for bringing this to my attention and for dve who spotted this but we both couldn't quite work out how to how to use this so Daniel jumped in and told us how so we're going to go and enable that with the normal map disabled and I'm going to call this transfer maybe just a top and that is that I'm going and sent that over so this is now just with the top selected so the figure isn't going to be brought over it's just the top and we're just really after that normal map so what the program is doing under the hood it's taking the bump turning it into a normal and we can now go and use a node in Unreal Engine to combine the two okay back in Unreal Engine let's have a look what the top looks like just in the skeletal mesh editor here it's definitely got a pattern here and if we go and look at the material I can see that this here now has a nice bump detail here that's fantastic so the only thing it doesn't have is the detail on the crinkly bits so we're going to have to mix those two things together that is something that you can do not on the material instance you have to do that on the base material and I strongly recommend that you don't do this right here but make yourself a copy of this because whatever you do here is being saved to the actual plug-in content folder and we probably want to leave that as is so let's have a look where that is like here if we click that little folder icon this is it base Alpha material I'm going to go and left click and drag that over to my Chey folder here copy it here so now I have made myself a new base Alpha material I'm might just go and rename That Base Alpha 2 normals just so that I know that that is in fact the new base material I want to change and also use for my little experiment here since we want to apply that to the outfit that she's already wearing let me go and find that here whoops uh it's at the bottom so if I go and double click that that's this and then this is is where that needs to go in the base Alpha material so I'll select that put that into here and that shouldn't change anything for now because currently it's just an exact duplicate of that so everything is still the same so open the copy that we've made here drag that out and now we're going to find a node that will go and plug into this existing normal map in here so that is called if we drag out of this blend angle corrected normals there blend angle corrected normals and if I go and put that in like so so it goes straight into the normal Channel it gives me an error because we don't have the additional normal map connected so the first one is still there and now the second one really needs an input so let's go and take that out that's from Top textures that's the normal so I'll go and drag that right in here texture sample that RGB goes into this and noes happy and that is that so you could make yourself an instance of that and then turn this into a parameter and then you can plug in a second normal map on that uh now though if we go and quickly save this you have to save it otherwise it's not going to show up give it a second then we should see our original normal map and this one overlaid in there and we can now see that we do indeed have subtle normal detail there it's a little bit more crude and a little bit more work if you do it VI substance painter you really have much more control over how strong this effect is I'm not sure sure if there is a way to increase the strength of a normal map here or here on either of these wires I've not looked into that but that is basically how you do that so I hope this was helpful and you got a lot out of it my preferred way is really substance painter I've got an article on my website that I will put into the description here that shows you all these instructions in writing just in case you're not a video fan but I will add the video to the top of this article so that you can have a look thank you so much for watching I hope this was helpful and I hope I'll see you next time take care bye-bye
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Channel: The WP Guru
Views: 652
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Length: 14min 2sec (842 seconds)
Published: Sun Jun 09 2024
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