@@hardsurfacmodeling I fully comprehend. Please choose a slower playback rate from the menu.
@Explore-Gobal6 ай бұрын
My head is spinning. Gotta pause a lot just to get what you are doing, but great info.
@CGwithSalar6 ай бұрын
I apologize for the issue. You can adjust the video speed for better viewing.
@musqaq6 ай бұрын
How can I bake this thing as PBR ?
@CGwithSalar6 ай бұрын
You should prepare two models, a detailed High-poly and an UV unwrapped Low-poly, then bake the high-poly on the low-poly in substance painter or marmoset toolbag or elsewhere.
@SzRy-pg2tq6 ай бұрын
Can you make similar tutorial for Vray C4D?
@CGwithSalar6 ай бұрын
unfortunately, I have no experience in C4D.
@飞翔的西湖醋鱼8 ай бұрын
why your render result without HDRi background?
@CGwithSalar8 ай бұрын
Because I made it invisible from the Dome light option.
@dmitriytyshchenko959510 ай бұрын
How did you managed that words ''sRGB'' or ''Raw'' apeared in file name ? 7:33
@CGwithSalar10 ай бұрын
Substance Painter managed it by it's default.
@asfakshaikh512411 ай бұрын
Sir please create w more video light this
@CGwithSalar11 ай бұрын
Sure I will.
@gialinhtran989511 ай бұрын
Thank you sir, pls give me some websites to download free PBR textures
@CGwithSalar11 ай бұрын
Sure, ambientcg.com/ polyhaven.com/textures
@HenNav Жыл бұрын
Thanks for this video man! Heroes in real world don't wear capes
@CGwithSalar Жыл бұрын
Your welcome 😊
@brandonhall3353 Жыл бұрын
I cannot begin to tell you how helpful this was. Thank you so much for creating this.
@CGwithSalar Жыл бұрын
your welcome Brandonhall :)
@brandonhall3353 Жыл бұрын
@@CGwithSalar Something I just noticed after watching this again. When you exported your textures. You exported out a Glossiness Map, but when you import the texture in to Max, You imported a roughness map in.
@CGwithSalar Жыл бұрын
@@brandonhall3353 Ow! You are right. It was an unwanted mistake. By the way, the roughness map equals the inverted glossiness map. So you can convert them to each other easily.
@Hacker_Neo Жыл бұрын
Thanks Man!
@CGwithSalar Жыл бұрын
Your welcome
@nickcifarelli8887 Жыл бұрын
Hey Man, thanks for the video. It was helpful to be shown how to map everything. I wish you would have SLOWED THE FUCK DOWN. I had to replay literally every step 3-4 times as you gloss over the steps super fast and it was incredibly annoying. Having said that... I am grateful you took the time to record this video and it helped alot so thank you :)))
@CGwithSalar Жыл бұрын
:)) thank you for your honest comment. I understand the problem now, I won't do that again. By the way, you can slow down the playback speed from the video setting.
@nickcifarelli8887 Жыл бұрын
Aside from the speed issue, I'm very thankful you took the time to help us all with the video. Thank you very much champion. @@CGwithSalar
@ParisaStudio1 Жыл бұрын
It's really useful , thanks dear Salar.
@CGwithSalar Жыл бұрын
Glad you liked it
@saeidpanahandeh7400 Жыл бұрын
tnx
@mahmoudzaefi2958 Жыл бұрын
hi. thanks. for reflection slot we have to use pure black and white bitmap for metalic roughness standard? or we can use gray bitmap for reflection slot in metalic roughness standard too? looking forward to see your answer.
@CGwithSalar Жыл бұрын
A black amount means you don't have any reflection. Gray is the most common amount for reflection in metal-roughness workflow, but you can get brighter reflection with a white amount if you need it, especially about glass, water, and metal substances.
@mahmoudzaefi2958 Жыл бұрын
@@CGwithSalar Thanks. Because I saw many people who do not use bitmaps for reflection slot in metalic/roughness workflow and only use pure white or gray color. if i use graybitmap in refl slot, the result much better than pure colors? I wanted to know if there is any problem if we use the gray bitmap in the reflection slot in the metalic/roughness workflow? For example, concrete material that does not have a pure white reflection and is in the gray range. And concrete does not have constant reflection in all points of its surface, and it is better to use bitmap. Can I use the gray bitmap in the reflection slot (metalic/roughness workflow)? In the past, I mostly used specular gloss workflow, and because of this, I have these questions in above. Thanks alot.
@CGwithSalar Жыл бұрын
@@mahmoudzaefi2958 There is no difference, but using bitmap is not necessary. For concrete or anything like that, it is better to use pure gray color instead of bitmaps for both metal-rough and spec-glass workflows because a bitmap has more process than a color defined by shorter codes.
@CGwithSalar Жыл бұрын
@@mahmoudzaefi2958 and remember, every regular material has reflection, even black holes on concrete. They are just rougher.
@mahmoudzaefi2958 Жыл бұрын
@@CGwithSalar thanks.
@ladakhodyssey9207 Жыл бұрын
can anyone help me how to apply translucency and scatter?
@TheWordOfGod_Daily Жыл бұрын
I give thumbs down to all videos that are posted in fast motion. There is no need to post something that someone can't see.
@CGwithSalar Жыл бұрын
You can slow down the speed of playing videos using youtube options. Some people like me feel bored when it is too slow. However, you are right, and I will not do that again.
@Meranobium7 ай бұрын
@@CGwithSalar Don't mind replies like these. Thanks for good tutorial.
@CGwithSalar7 ай бұрын
@@Meranobium Thanks 🙏
@mohamedElngad Жыл бұрын
if i could do that i would come to ur home anf give u a gift to thank u personally
@CGwithSalar Жыл бұрын
If you have any problem, ask me, and no need to bring a gift 😉
@i_wood_like2 жыл бұрын
Merci !
@anmolbiswas332 жыл бұрын
Thank you so much, the video was really helpful but I have some questions. 1. what does setting the override to 1 do ? 2. where should I connect the subsurface scattering map? Thank you so much again.
@CGwithSalar2 жыл бұрын
Thank you. 1. Default gamma in 3dsmax is 2.2, and 3ds max changes the gamma of every input bitmap to 2.2 by default, but PBR texture does not need to change. So, we override it to 1.0, the original gamma of PBR texture. 2. i recommend reading this article from vray: docs.chaos.com/display/VMAX/VRayMtl (part Translucency) 🙏
@anmolbiswas332 жыл бұрын
@@CGwithSalar Thank you
@hidayathulla74342 жыл бұрын
How to apply pbr specular map? Pls
@CGwithSalar2 жыл бұрын
Might I will do it.
@Jimbobuk102 жыл бұрын
The link for you HDRI is broken is there somewhere else I can grab it from?
@CGwithSalar2 жыл бұрын
Hi Jim, I fixed it. Now, you can get it.
@Jimbobuk102 жыл бұрын
@@CGwithSalar your a superstar thx!
@tomer0782 жыл бұрын
A few points to consider: 1. Starting from version 5, Use Vraybitmap instead of Max's. 2. Set bump to 100 after normal connection. 3. It is better to add camera exposure instead of lowering light intensity. 4. If you leave the vray displacement with no map it will look and retrieve material displacement map automatically. 5. Use Reflection map when provided, instead of setting it manually.
@CGwithSalar2 жыл бұрын
Thank you, Tomer. I appreciate it.
@andreabassetti94812 жыл бұрын
1. ...or select Override while you import the bitmap. Thank you for the tutorial! Thanks Tomer for the suggestions!
@narenjakable2 жыл бұрын
سالاری خودت.دمت گرم.
@CGwithSalar2 жыл бұрын
قربونت امیر جان
@mahdizabihi21512 жыл бұрын
Very useful and practical, but too fast :D
@CGwithSalar2 жыл бұрын
Glad you like it!
@thiagodavila95142 жыл бұрын
Dude, great tutorial but to fast. Keep posting another ones but a little bit slower! Split the nexts videos in parts, pls! Thanks
@CGwithSalar2 жыл бұрын
Thanks, will do!
@marusyapetkova59862 жыл бұрын
You can slow down the speed in KZbin thru the setting of the video itself.
@ParisaStudio12 жыл бұрын
Thanks for your good tutorial :)
@CGwithSalar2 жыл бұрын
Glad it was helpful!
@jackcharles13334 жыл бұрын
I love the content!! Good luck with growing your channel. By the way, you should use FollowSM[.]com. It will really help you with growing your channel!!!