Hey man! And what about creating a correct roughness map just in case we don't have one
@Doctorstew2 күн бұрын
Repack looks like it angled your islands and that produces jaggies so I don’t use it
@JCHRunning-cj9uk4 күн бұрын
That x-ray made a big difference. I couldn't select all the vertices in an area and delete. Got 'em. Finally, Good to know.
@taviux5115 күн бұрын
Very cool my guy, Just found your tutorials... Excellent!
@ClueFx11 күн бұрын
Coming from the Cinema4D AE world here. You are a saint for this video! its helping so much! thanx!!
@Zuloot12 күн бұрын
4:42 🙄
@paulareb207414 күн бұрын
AWESOME TUTORIAL!! It's been amazing learning how to build this effect with you. Tahnks so much for the clarity and for sharing all this info. ❣
@dmitriytverdokhlib885714 күн бұрын
Oh, after 24:30 i think i finally understand how work ankhor points (they copy your mask to layer who position above?!)
@huabi737616 күн бұрын
thank you so muchhhhhh😭❤🔥❤🔥❤🔥
@oneway998419 күн бұрын
if export this material to the redshift, it will be working?
@Hannantonova20 күн бұрын
Fantastic tutorial, thank you very much for sharing it! This free tutorial is better than other paid ones.
@Frostiedkdk22 күн бұрын
Would be great with a way of easily mixing Average normal bakes and non average normal bakes in substance, like painting skewing and thats where it applies average normals.
@Slotfan122 күн бұрын
This isnt really possible to follow. Could we please have a more full tutorial? :)
@paulosfajardo23 күн бұрын
Wow. You explained everything well and they're very easy to follow. Subscribed! Thank you.
@saleh_afkhami23 күн бұрын
very useful thanks.
@youngsiks543425 күн бұрын
Hello, I have one question. I have enabled tessellation and displacement while texturing, but I am unsure how to export the textures in a way that these effects will be properly applied in the game engine. (should i enable the displacement in the engine?) Could you explain how to export the textures and ensure that they work correctly in the engine?
@astralstormgamestudios125926 күн бұрын
Awesome..how do I save the snow smart material?
@chrisgreenwell3404Ай бұрын
Awesome tutorial :)
@olofljunggren713Ай бұрын
How would you batch export the different texture variations?
@KnivesmatterАй бұрын
Wes, can we get s2 shader for cs2 like you guys did for dota2? There are hundreds of users who'd be really happy
@OpiBazegАй бұрын
It is so rare to find such a comprehensive, detailed tutorial, simply BRILLIANT, and thank you so much for yor generosity to share this knowledge/file with us. ♥
@Ricardo-de9juАй бұрын
My God, how can I get identical results between SP and Redshift? There is no video that demonstrates this process and I can't find a way to make it happen.
@saratherm9108Ай бұрын
amazing 😍😍😍
@Ctag304Ай бұрын
You saved me so much pain I love you thank you
@Ricardo-de9juАй бұрын
The question is why is the height channel information transferred to the normal channel when we export the maps? Am I missing any steps?
@dubworkАй бұрын
best tutorials from you
@JOJO-cc9sfАй бұрын
Hey Wes, I simply baked a cube with chamfers added, the lowpoly is a 6-sided box, the hard edges are cut off, and the UVs are separated, but the AO and curvature maps baked in substance painter are not displayed correctly at the edges of the lowpoly. (The edge of the curvature map should be a pure white to gray gradient, but there are obvious black lines in the middle of the white, and the AO should be pure white, but it shows black lines at the edges) What is the reason, thank you very much😢
@anjanadilshan7057Ай бұрын
Can you do a tutorial on importing z brush baked UDIM textures to substance painter?
@zakaroonetwork777Ай бұрын
1:37 How did you Left Click to Select? Blender is Driving me Nuts with the Reversed Mouse Buttons Phenomenon. plenty of beginers struggle with this, I still cant find a Solution or witch is Correct from the Developers and or Why it is this way.
@alexalier9819Ай бұрын
This is so cool! I used to apply effects on height details by rebaking those height elements to the normal map, but I find this technique way much better and non-destructive. Tho it's more complicated, but it's worth to learn it :D
@soviet_architectАй бұрын
awesome tutorial! thx
@BubblezwithaZАй бұрын
goodness gracious, i'm coming here as a substance painter noob, trying to get a grasp on the intense power of substance painter and my mind is blown, i've been using it all wrong...basically as a "model painter" xD i have much to learn! thank you!
@YangchuanXiaoАй бұрын
good job, nice turorial
@yt_bharatАй бұрын
Brilliant tutorial, thanks
@shadows1235Ай бұрын
Hey Wes, can you please keep posting more content Your such a great teacher! Every single video you post, I learn so much and very thankful for it! Ill add you on insta!
@bibu244Ай бұрын
Thank you for the tutorial. However that didnt work for me. I have folders so I went and put the folder to Replace blending mode and that worked, setting it to Normal didnt work
@888meddler2 ай бұрын
man i canot find that tile sampler legacy map where can i find that map ?
@888meddlerАй бұрын
i cant make that tile sampler map i conecct all the nodes but stil like gradient how i can make that tile sampler map ? can u help me please?
@GoDfaThEr0412 ай бұрын
This is amazing. Thank you so much Wes, you made my month!
@mohadesefrz47172 ай бұрын
Thank you for this tutorial. It was very useful and excellent✨️
@JustGraphic872 ай бұрын
this was so helpful thank you so much. I was trying to create ground for the environment I created
@PedroVencore2 ай бұрын
Knew for ages that for every hard edge there must be a seam but I didn't know why exactly it gave issues, nice to know more in depth what's going on, Thank you Wes!, this is a great video
@brycegeurts33452 ай бұрын
woah
@Yogesh06982 ай бұрын
Amazing
@CHIRIYUz2 ай бұрын
Thank you so much !! You save my life 🥺
@alvoltta2 ай бұрын
Awesome trick!
@mr.j78992 ай бұрын
For those who are still confused, follow this mantra: 1. All hard edges must only be seams* 2. All seams can not be all hard edges *Remember to apply padding on your UV islands. Hard edges are usually applied on edges that are going on a 90° angle (sharp corners). Just keep the normal gradients minimal as it can cause issues when mipmapping. This only applies to games.
@leenaandnoorpro9232 ай бұрын
Thank you for explanation,❤
@Unluck_the_person2 ай бұрын
at 0:28 the vid starts
@John-cz7fo2 ай бұрын
I'm still learning to incorporate anchors into my workflow. Useful tool
@wes.mcdermott2 ай бұрын
They are super powerful. I use this in almost every project
@dreamcatchxd83002 ай бұрын
Can you tell me which brush you are using, thank you
@wes.mcdermott2 ай бұрын
Hmm, great question. I am trying to remember. I think what I used was the default soft brush and used a grunge map that we ship with Painter for the Alpha. Alpha: Dirt Spots is a good one. I also adjust the Jitter settings on the brush for Jitter, Angle and Position.