Great idea! I personally would use this to render UV-textures for oldschool low-poly level design.
@purplepixeleater8 ай бұрын
hmm ty for that insight :)
@moatef15869 ай бұрын
That's a great workflow. Thanks for sharing it
@seeingmineАй бұрын
this is awesome, just what i needed. thank you!
@crystolz55382 ай бұрын
Thank you very much🙏...I was wondering how to do this
@stedbenj9 ай бұрын
Awesome!! Liked and subscribed
@titanmoruma58349 ай бұрын
thanks for that
@arthesisok28849 ай бұрын
badass tutorial man!!! was recently looking to do this actually
@peabrainz8 ай бұрын
Great work! i really want to learn the substance painter part
@itspaultodd8 ай бұрын
If there's anything I can make a tutorial on let me know. I'm happy to do it 😁
@giovannipanarello8 ай бұрын
you could do a bake also in blender in another way)
@fifdesign89Ай бұрын
Hi Paul, thanks for the insight. One question about the albedo texturing in substance: is there a mode to make it tilable? I found a way with procreate on the iPad put it needs some file copying
@vincenzo22887 ай бұрын
Beautiful tutorial! Is it possible to obtain a normal while remaining within blender?
@itspaultodd7 ай бұрын
Yes you can bake normals within Blender, I haven't used this option for years but there are videos out there showing you how to do it 😁
@purplepixeleater8 ай бұрын
wait... tbh this is reverse thinking a bit from normal low poly work... in this it wont matter how detailed the mesh itself is (to a degree of course) because we will "bake" that into the normal instead of having a mesh that is full of vertices and their coordinates etc... and especially since we are repacking that into a texture output that we overlay onto a mesh, (like in a game engine) we wont need to pull the data from the mesh vertex data, instead we pull them from the normal map bit depth layers and rgb separation and this also applies the same with any other image data layers we choose to incorporate?
@JaxiPaxified5 ай бұрын
This has been a common way to obtain detailed models for games in a while now. First you sculpt a high poly object, then make a low poly version, and bake the details to its textures
@SumNumber4 ай бұрын
Cool. Black on grey is horrible for seeing the mesh in edit mode so it is a little hard to see what you are doing. Kinda dumb that is default but maybe they did that so people can choose what they want . Horrible for modeling in edit mode and not really that great in object mode. :O)
@Vyrulian6 ай бұрын
This is what I have been looking for for days but you lost me a little on the transition from Blender to Substance Painter. The last clip in Blender showed four tiles in your array. I see the "four tiles" in SP too but then your selection is only the repeatable section.