nice, but can you talk just a little bit slower? ;)
@momoom29155 ай бұрын
Thank you so much <3
@marco43426 ай бұрын
thank you so mush!!!!!! this help me a lot.
@hugemonkey386 ай бұрын
thank you so much, best tutorial by far. quick and easy to understand
@mcroman-superfeat6 ай бұрын
Long time I wonder what ID Map or TEXTURE is and HOW to use it ( and the other TEXTURE too )) - and my tonight you SPIKE IT! - Super Great Explanation - and BIG THX for sharing this... /// McRoman /// SWEDEN... I also save this in a Special MAP so I can go back and learn and understand again... ;) ... Who say LIFE is Easy ! ...
@MSalmanAlvi7 ай бұрын
Thanks
@MSalmanAlvi7 ай бұрын
Great info. Can you also explain texture bake ? Thanks
@stefana.jansson327 ай бұрын
hey. a question. why am i getting clear UV seams in the curvature generator?
@OX_Tools9 ай бұрын
Pefrect thank you. ctrl + drag is the secret.
@DarkHarpuia10 ай бұрын
Oh my god, this is genius. I kept looking at the ID map option and thinking "what the hell even is this", and now that I know what this is, my mind is blown.
@NickelCityPixels Жыл бұрын
Why would you need ID maps if everything is separated out as UV islands? It doesn't save any time or work.
@biostarstepa Жыл бұрын
For some reason, even wiht ID map new materials are applied to overall model (masks are not automatically created). I see ID map on model but something's just wrong. Anyway, I can still import masks created in photoshop and set them manually to groups of layers but, even that works in the same way, it's really waste of time. Must find out what I'm not doing in the right way. Great tutorial anyway.
@jenyazdes10 ай бұрын
If I understand correctly, you can try to create one multimat in your 3d software, then set different colors to certain parts you need to texture separately. After that you will be able to bake id map in marmoset or substance.
@edwearddemylae2279 Жыл бұрын
Gently, gently... Talking to you much too quickly... it's incomprehensible... especially when English is not the native language...
@jennarosebernardo9359 Жыл бұрын
My edges are applied all over even when I use the generator and idk why is my UV is not seamless. Can you tell me what I did wrong?
@n0ni22 Жыл бұрын
underrated, thanks
@cherrygirl8204 Жыл бұрын
Wow amazing!! I’m learning a lot with this but would like to request if you can make an update version 2023 please 🙏
@kappy_lgr Жыл бұрын
Thanks a lot, great tut
@semihaksoy8182 Жыл бұрын
Very good explanation. Thank you. You got a new subscriber
@anissar7301 Жыл бұрын
thank you so much for this video. I may sound stupid with this question but I hope you can answer it. can we compair normal maps. like which normal maps or displacement maps give more details is it the one zbrush generates or Blender generates or are they the same or it depends on the details of the 3D sculpt
@JonnyShields Жыл бұрын
That's a reasonable question. Zbrush is generally better at handling very high definition meshes (with a high level of detail). It's often the software of choice for AAA games sculpting. I use Blender because it's free, efficient in creating indie game assets, students can easily download it from home, it's lightweight with a small download size and runs well on laptops, and it has decent poly modelling tools. Blender's sculpting is getting better, but will likely never be as powerful as Zbrush for generating normal maps from a high definition sculpt. Having said that, I prefer using Substance Painter for normal map baking and would use it to bake Zbrush models too.
@anissar7301 Жыл бұрын
@@JonnyShields Thank you so mcuh for clarify this to me. I really appreciate your help.
@JonnyShields Жыл бұрын
@@anissar7301 No problem!
@madmanga64 Жыл бұрын
This is one of the few tutorials like this, straightforward and accurate, thanks!
@moonchild887 Жыл бұрын
Here king, you dropped your crown! I have been searching for a video on this topic for the past hour, and I must say, your video was extremely helpful. Unlike other videos I came across, which were either too lengthy or poorly explained, your video was just perfect. I really like the pace at which you explained everything - not a single second was wasted, and every bit of information was so so valuable. Thank you so much!! As a student who is still new to this subject, this was incredibly helpful. I almost never leave comments on videos, but this one really deserved it
@itshyperstar Жыл бұрын
Thank you this was very helpful
@Blendercage Жыл бұрын
Thank you
@marcos_ferreira1997 Жыл бұрын
man this is huge thank you
@yrop6188 Жыл бұрын
thank you, I accidentally made png ID, not vertices ID, you saved my work :D
@davidstedmond7705 Жыл бұрын
I don’t want to apply the subdivision surface and bevel modifier in my blender project so that I can keep a low poly count. Can I instead tick the box to apply the modifiers on export to substance painter then do the texturing in substance painter and import those textures back into blender and add them to the models with the modifiers? Would that work or would it cause issues or do I need to apply the modifiers before exporting or instead add high poly texture to low poly mesh as shown in your video.
@alinarangi7826 Жыл бұрын
Hi thanks for your tutorial, recently I finished my first 3d model, unwraped, sculpt and the issue is baking normal this is part of mesh I want to know why the seams appear in sculpted places, im trying lots of methods, if you take a look at my mesh very appreciate it drive.google.com/file/d/1hj9iWgLCP-JQ-pjv22TPxEa7Xg8pYPP8/view?usp=drivesdk
@TheOnlyOOKS2 жыл бұрын
This video is very helpful. I just started learning Substance Painter today and was able to get some great results. Thank you from Japan!
@JonnyShields2 жыл бұрын
Glad it helped Oskar. Cheers from Northern Ireland!
@christianm60422 жыл бұрын
Dude this is one of the most straight to the point tutorials i have found, thankyou so much! i can now move on to learn stylized artstyle with this for games!
@JonnyShields2 жыл бұрын
Brilliant, so glad it helped!
@inedia88712 жыл бұрын
thank you a lot for that! Helped me a lot!
@eduardo.carvajal2 жыл бұрын
I finally found a tutorial that explains in a simple way the ID Maps. Thanks!
@dibritto12982 жыл бұрын
thank you bro, this really help me
@JonnyShields2 жыл бұрын
Glad to help!
@torytar54352 жыл бұрын
What if i want to bake a sword per example? in which the blade and the handle are separate objects.. do i just join them? or..?
@TheOnlyOOKS2 жыл бұрын
You don't have to join them necessarily. For example I just made a pirate ship wheel today and I kept the spokes, inner part, main wheel, and base as separate objects but I exported them together as a FBX to be brought into Substance Painter. If you make sure they can all use the same UV space without overlapping it's all good. If you stack UVs just make sure that you move each stack into its own UV space.
@bakiyagzdindar7334 Жыл бұрын
@@TheOnlyOOKS bro how do i put all my UV's in the same space?
@omarrrfahmy12 жыл бұрын
thats helps alot thank you bud!
@JonnyShields2 жыл бұрын
Cheers :)
@raycheung25532 жыл бұрын
I was searching for what an ID map is used for untill I watched this video. After watching this, I got the idea that next time I don't have to assign different materials to different parts, because it will create several texture sets and load more works. With this bravo skill I get from here, I can just use an ID map which could be more efficient than painting quats one by one. Much thanks❤
@clumsymoe2 жыл бұрын
it's recommended to set the playback speed to 0.75x or lower 😉
@JonnyShields2 жыл бұрын
😬
@beepbeep-m6m2 жыл бұрын
Need more tutorials like this. So many people just blabber on. Thanks a lot.
@JonnyShields2 жыл бұрын
Glad this style of tutorial worked for you, cheers!
@notpumkin2 жыл бұрын
Exactly what I was looking for. Cheers!
@JonnyShields2 жыл бұрын
You're welcome, thanks for the feedback!
@GeorgeKarala2 жыл бұрын
Finally good tutorial
@JonnyShields2 жыл бұрын
Thanks for the feedback :)
@Brennan3D2 жыл бұрын
This is amazing!
@JonnyShields2 жыл бұрын
Cheers!
@Corrack2 жыл бұрын
ty for short and useful info =)
@JonnyShields2 жыл бұрын
Glad it was useful :)
@Rictue2 жыл бұрын
bro you are a god ty so much
@JonnyShields2 жыл бұрын
Glad it helped!
@kiranjawade76242 жыл бұрын
what is game name
@JonnyShields2 жыл бұрын
Dark Souls 3
@cycon1242 жыл бұрын
you can use layout option rather then scaling maually
@JonnyShields2 жыл бұрын
Very true. Best to use these tools where possible
@alexthefong2 жыл бұрын
Incredibly useful. Thank you so much
@JonnyShields2 жыл бұрын
Glad it was helpful, cheers!
@icesakura40562 жыл бұрын
Nice tutorial, thanks you so much!!
@JonnyShields2 жыл бұрын
Thanks for the feedback!
@Brettski2 жыл бұрын
I did all steps in this video but my normal map is still appearing blank?
@Brettski2 жыл бұрын
Nevermind, my normals were flipped wrong.
@JonnyShields2 жыл бұрын
@@Brettski Glad you got it sorted!
@gabrielfloresgonzalez9102 жыл бұрын
Great video! regarding the texel density I would recommend to use in the "UVToolKit" under "transform" the "texel density(px/unit)" tool by selecting one UVshell then clicking in GET, then selecting all of the UVshells you want to be affected and then click Set, that way you will have all of theselected shells under the same texel density much quicker than by doing one by one. Great video and a lot of valuable information.