I love it ! This industry is a constant learning path. I'm sure lots of patience and time was out into this short reel. Keep it up !! 💪💪💪💪💪💪💪💪
@marialopes93658 күн бұрын
Respect !
@marialopes93658 күн бұрын
The demand for exceptional creativity and performance is going to be insane to compete with AI 😢 but I still believe humans have the upper hand. 💪💪💪💪💪💪💪
@marialopes93658 күн бұрын
Amazing work ! Congrats to everybody on your awards ! Much deserved ! 👏👏👏👏👏👏
@marialopes93658 күн бұрын
❤❤❤❤❤❤❤
@marialopes93658 күн бұрын
Imagine being one of the students doing this 😍😍😍😍😍😍😍 you guys are amazing !! Hands down ! 🙌
@สมชายเอี่ยมบุญ-ป2ย11 күн бұрын
One thing so different is so smooth all colours
@สมชายเอี่ยมบุญ-ป2ย17 күн бұрын
For Course 1 year online ?
@narqiez466920 күн бұрын
Thank you very very much! Could you please explain what's the difference between anchoring a mask and duplicating it? Anchoring a mask and anchoring a layer? Anchor points are my biggest struggle ;(
@ocypriano26 күн бұрын
Deu pre ver que vocês tem muita imaginação. Parabéns!!
@biriani2855Ай бұрын
I can't find the matchsize node for some reason
@ichangedthenameАй бұрын
The undergraduates killed it with some of these models.
@duskjs1Ай бұрын
I am considering to come here soon for Animation. the show reel looks amazing
@phantomgamer1343Ай бұрын
So good!, great work!!
@ph0ax497Ай бұрын
15:00, you all have to remember, that if you stack single mesh UV's on top of each other, you will have problems with light baking data islands. They can be set on top with trim sheets, but with different meshes.
@azazeal655921 күн бұрын
At this point in this specific workflow, it doesn't matter because there's no baking involved from here. Aside from when you bake a highpoly or sculpt to a plane (if not using SD) you shouldn't be baking at all when creating an asset with trim sheets. That kind of bake is for uniquely textured assets.
@azazeal655921 күн бұрын
Oh ive skimmed over that last part about overlaying baked mesh data 😅 That can be done just with UV sets right?
@ph0ax49721 күн бұрын
@@azazeal6559 best way is to just use infinite repetition in my opinion. With Unreal Engine its rather not needed, since Lumen is real time, and screen space, but with engines like Unity, its Enlighten real time lighting is awful. Their "new aproach" is to bake global illumination for LOD's bigger than 0, and for LOD 0, use adaptive probe volume, that stacks lightprobes. For that workflow, you cant have single mesh stacked UV vertex data. You have to split them apart as different objects, or use wrapping mode of texture in the shader to infinite repetition (use out of <0,1> UV bounds). Unity should generate automatically needed baked light data into tile sets, so no need to have secondary UV for overlays. Although yes, this approach is also correct. But currently with everything being optimized for efficient GPU memory streaming, most of the additional data is stacked inside vertex colors, and special data structures inside meshes, created specifically to use procedural texturing techniques. And thats because textures cannot be GPU Instanced, so every another texture needed to render, takes much more needed free space from raw bit data type, which can be shared across every other mesh using same shader. With current standards, we are deep in screen space per pixel calculations, rather than old school per vertex calcs for each mesh, so your first assumption is also correct.
@ph0ax49721 күн бұрын
@@azazeal6559 Also Im talking about engine implementation of a mesh, not modelling workflow per se.
@The_missing_pickleАй бұрын
Seriously considering animation for uni degree. These look amazing!
@Flying-PotatoАй бұрын
woooohoooo! look at class α go!
@oskarmohar6073Ай бұрын
I know this is 3 years old video, but.. I'm still waiting on a part when you actually paint using those trim sheets in Painter - you know, since it's a Substance Painter Tutorial.. :D
@edh3268Ай бұрын
was a second part never made?! You got to be kidding me. Half the lecture was on powerpoint and all the most important parts for actual doing and finishing this got dropped and never picked up again? Please don't tell me this is the case and we are just missing something somewhere.
@CasablancaskyАй бұрын
Hello Will, on any typical project, how do you manage Substance Painter getting more laggy as you put on more layers getting further into the project?
@NicolasMagaloniАй бұрын
Please make a second part
@samuelgreer3974Ай бұрын
we made the showreal✊✊✊✊
@alexanderwilliams51802 ай бұрын
lovely work!
@superfoot53742 ай бұрын
Cool animation!
@SoundPeaks2 ай бұрын
4:00 what is the pipeline of these visuals? Export to video and then playback in Resolume?
@MisterWombo2 ай бұрын
The sun part was inspiring!
@Escapestudios2 ай бұрын
Really glad to hear that!
@user-re1342 ай бұрын
once I saw a tutorial about matrix or color matrix which extractes luminance from the image, it might be used insted the Keyer node, but I can't find it any more, if someone knows and can help, that will be much appreciated!
@AmisArgent2 ай бұрын
foot dont need bounce right?
@AlexWilliams-uj1jg2 ай бұрын
No, no need for the foot to bounce
@duskjs13 ай бұрын
is it necessary to add development to the final piece in a portfolio?
@_Romulodovale3 ай бұрын
For the door/gate, is it better to use a texture atlas?
@Escapestudios3 ай бұрын
Go on our website and have a look at how to make these orbs in Unreal. Check out part 2 over here - www.escapestudios.ac.uk/why-e...
@strvmpet3 ай бұрын
real
@davidker213 ай бұрын
A true teacher indeed… 👏🏾 you’ve done well with so much ease and flow. On to the next part. 🫡😎💻
@Escapestudios3 ай бұрын
Thank you 😊 More tutorials will be posted soon 🙌
@Quadface3 ай бұрын
Thank You Very Much !
@Escapestudios3 ай бұрын
No thank you!!!
@NathanielMcCullough-x5n4 ай бұрын
Yo
@Escapestudios3 ай бұрын
Hello 👋
@MJ-li7fo4 ай бұрын
This is seriously one of the most helpful videos I've found, just what I was looking for and more!
@Escapestudios3 ай бұрын
That is great to hear! We hope to release more helpful tutorials soon 🙌
@sureztv58364 ай бұрын
Fantastic
@KristjánZaklynsky4 ай бұрын
I have had good results using the median node to blur, maintaining more edges than a normal blur. Seems similar to bilateral, but bilateral seems to offer more control.
@MasonObjora4 ай бұрын
thumbs up for the picture on the wall of Yuri Gagarin )) 👍
@cyraxvisuals62035 ай бұрын
in terms of jobs what roles would you look for?
@antongranik6 ай бұрын
Thank you! Very detailed tutorial!
@Elys_alt6 ай бұрын
An admirable great work ! Wish I could have this level lol, keep it going !!❤
@joaocoelho26246 ай бұрын
Amazing content!
@Yuki_535747 ай бұрын
Frisky
@bozogod33387 ай бұрын
What exactly is escape studios
@ArmageddonPunk7 ай бұрын
Please fix your audio.
@phileezor7 ай бұрын
✍
@superjetze7 ай бұрын
Thanks! This 10 year old video was helpful in finding a hidden face in my scene.
@oazo53417 ай бұрын
thks for this♥
@amidamaruDS7 ай бұрын
Thanks for the tutorial! I have to remove a shadow from a sweater in nuke. How would you relight it ? Thanks!