Stylization

Manual via Painted Normals

  • Why it's usually done in object space, and not tangent space?

    • Object-space normal maps are easier to author and more stable, while tangent-space normal maps are better suited to assets that need to be reused, deformed, or mirrored.

    • Object-space makes painting very intuitive. If you're painting a bump on the character's forehead, you can directly paint the direction the surface should face.

      • red   → +X

      • green → +Y

      • blue  → +Z

    • Tangent-space maps much less intuitive to paint manually. A red/green change doesn't consistently mean "move the normal toward +X/+Y"; it means "move it along the local tangent/bitangent direction".

    • Object-space maps are especially popular for hard-surface assets that don't deform.

      • weapon

      • prop

      • vehicle

      • machinery

      • architectural asset

    • Converting from one to the other :

      • You usually re-bake them.

      • Bake to paint in object space -> re-bake to tangent space for engine use, animations, etc.

  • Cody Gindy - 3D Painted Look with Painted Normals for a tea jar

    • Paints in object space.

  • Craft Reaper - 3D Painted Look with Painted Normals for a knight

    • Paints in object space. Doesn't re-bake to tangent space.

Procedural Painting

Procedural Real-time Oil Painting

Sketch Textures

Kuwahara Filter

Water Color

Addons

Manual with Digital Paint

Manual with Real Paint

Toon Shader

Cartoonish style with geonodes

Other tricks