Thanks man, I always feel like your tutorials are super informative and awesome. Looking forward to anything you do in the future.
@Jarjarniks8 жыл бұрын
Thanks so much! Awesome to see this
@Jambax8 жыл бұрын
These are fantastic. Thanks a lot buddy!
@a.n.60846 жыл бұрын
Thank you very much for all tutorials You've made . I agreed with previous people - its amazing
@kilbert13607 жыл бұрын
where did u baked all those map?? and any tuorial for that??(00.39 sec)
@yans.d.41748 жыл бұрын
Thank you for all these great tutorials
@okratio5 жыл бұрын
Michael, your tutorials are the best, thank you! So clean and easy to understand, you helped me get thru zbrush and substance painter beginnings
@sylvainfavre51998 жыл бұрын
Thx for all this tutorial bro :3 I will check all your new videos but it's a little hard cause you're speaking very fast :p Your skills are awesome ;) See you
@noctiSoul6 жыл бұрын
Thanx Sir U The Best (Y)
@erikm97687 жыл бұрын
new subscriber sir!
@sidmakes8 жыл бұрын
You have made one of the best series for Substance Designer and Painter. Loved them man! But I have a confusion over Substance Designer and Painter. Can you please tell the difference between Substance Designer and Painter? Which one should I use where?
@MichaelPavlovich8 жыл бұрын
+Sidharth Bansal Painter is a bit more artist friendly and you can jump right in and start texturing; if you want to dig deeper into painter functionality behind the scenes, and/or you have a production pipeline where you need a little more control or flexibility, substance designer will allow you to create/update/design those tools, but you can't just jump right in and start texturing like you can in Painter.
@krishmohan91082 жыл бұрын
What's its softwere name? Pls reply
@e2sato8 жыл бұрын
How do make the colors id map for the different parts? thanks for making these videos!
@MichaelPavlovich8 жыл бұрын
+Eiti Sato In this case, it was a color > fill of the different colors onto my high res mesh from zbrush, and baked those colors into a map using xnormal (bake vertex color). There's a few other ways to get a material ID, but since I exported all the high res from zbrush, that's the approach I took this time
@e2sato8 жыл бұрын
got it, thanks!
@TheKevphil7 жыл бұрын
No doubt a dumb question, but why is SD & SP better than, say, materials from ZBrush or 3D Coat?
@MichaelPavlovich7 жыл бұрын
Materials as in, material properties? There's not a whole lot of difference on a purely base-level representation of "effects of light on surface properties", assuming the materials are physically based (ZBrush isn't). SD and SP's power comes from the ability to non-destructively and procedurally drip, crust, tear, rust, bleach, crack, mix all of those effects between multiple materials, have those effects and material properties be driven by user defined parameters, all from a centralized resource so that all source and exported assets are consistent not only between individuals but between multiple studios and target engines. So "base" materials aren't better or worse, they're just...properties. Of course no program that I've encountered handles all of the above with anything that rivals Substance's system. Like not even close?
@ThereAreNoFacts7 жыл бұрын
RE "Shading Engine Name" mentioned at 1m22s - curious how to find it if I'm using Modo? ... #homieDontMaya :) Thanks so much for the videos - epicAwesome
@MichaelPavlovich7 жыл бұрын
Man it's been about five years since I've been in Modo, so off the top of my head I'm not sure, somebody else will have to chime in. BUT! If you're exporting FBX files (which is what I usually end up using now-a-days, this video is a bit dated) the shader / material name is what gets imported as your texture set-- the shader engine name is just for .obj files for some reason.
@ThereAreNoFacts7 жыл бұрын
Michael Pavlovich - SWEET! I'm down with FBX for sure🤘🏽 I'll do some testing to make sure I understand the naming fully in order to get everything to import & link cleanly 🙌🏽