Create Trim Sheets in Substance 3D Painter - Part2 | Adobe Substance 3D

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Adobe Substance 3D

Adobe Substance 3D

Жыл бұрын

Trim sheets are a way to texture many assets with just a single set of textures, allowing for very efficient use of texture memory. In this video you learn how to polish up trimsheet textures and how you can apply and use them.
You can download all sample files here:
substance3d.adobe.com/tutoria...
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Create Trim Sheets in Substance 3D Painter - Part2 | Adobe Substance 3D
• Create Trim Sheets in ...

Пікірлер: 48
@EmvyBeats
@EmvyBeats Жыл бұрын
If you can get past how confusing this stuff is, this tutorial is worth every second.
@sam_pyrtuh
@sam_pyrtuh 6 ай бұрын
Thank you so much for this tutorial. It has been incredibly helpful to me while working on commercial projects.
@King-mj2bn
@King-mj2bn 6 ай бұрын
Absolutely incredible breakdown. Thank you so much for this. Trim sheets are a criminally under-discussed topic.
@Mr_Tea_Rexx
@Mr_Tea_Rexx Жыл бұрын
love this guy he has a amazing artstation full of tutorials I have his Trim sheet tutorial for maya :) worth every dollar !!. didn't even know you could do this in painter holy cow. looks like I can even do this with my 2020.2.1 version :D
@antonkobziev405
@antonkobziev405 Жыл бұрын
I love this tutorials
@MorganOliver77
@MorganOliver77 Жыл бұрын
When it came to the part where you are adding dirt, make sure to bake AO and Curvature maps otherwise the generators wont work. Not sure if I missed that earlier on but I didnt have them baked.
@EmvyBeats
@EmvyBeats Жыл бұрын
They forgot to mention that.
@ShawnPaul86
@ShawnPaul86 9 ай бұрын
I believe in this case you can't bake AO and Curve maps because it's a flat plane. Looks like they used anchor points from the normal maps they created to drive the generators.
@King-mj2bn
@King-mj2bn 6 ай бұрын
​​@@ShawnPaul86 Correct. I have no idea what OP was doing, but they clearly show how to connect via anchor points using the micro height/normal channels
@polyforge3d
@polyforge3d 5 ай бұрын
The workaround for this is that: in the "curvature" mask (in the Edge_Highlights layer) go to the bottom, you should see an empty slot for curvature layer with red X. Remove it, then click on it and add Master_Anchor and change "referenced channel" to height. It works for me.
@halyu1852
@halyu1852 Жыл бұрын
Nice!
@tarialorehand
@tarialorehand Жыл бұрын
this was very informative and helped me to understand how to do a trim sheet (a little bit), but I would've liked to see how you used it in unreal and how you applied it to the objects. I know you use 3d max for unwrapping and such, but I have to use Maya and would've liked to see how it was used in that program and how you applied everything. Sorry if that sounds like I'm whining, But it would have been a bit more useful for me to know the extra parts as well, especially with the cut out panels and such. Thank you for the tutorial on how to make the trim sheet. Yours was a bit more informative than some of the others I have seen so far.
@Substance3D
@Substance3D Жыл бұрын
Hey man, we try to keep our videos focused and not overly long, so some of the info for other apps tends tpo be glanced over quickly. Thanks for the feedback though!
@tarialorehand
@tarialorehand Жыл бұрын
@@Substance3D I understand that, but that was a part I needed :) I got to a certain point and couldn't figure the rest out. I ended up getting a zero on the project because I didn't know how to place the trim sheet anyway. so it's all good. It is a good video and I might use it later on.
@vitaliiandronov8629
@vitaliiandronov8629 Жыл бұрын
It was quite long time ago so hope you understood the process of unwrapping - it doesn't really matters what software to use if you understand what unwrapping does
@King-mj2bn
@King-mj2bn 6 ай бұрын
The concept isn't too difficult to wrap your head around once you've done it a couple times. Learn the ropes using a cube. Cut up the shells for the cube's uvs so that the fit they different trim sheet groups
@mefistafree6031
@mefistafree6031 Жыл бұрын
Great! If it is possible, we would like to see another Trim Sheets tutorial with Substance 3D Designer
@mefistafree6031
@mefistafree6031 6 ай бұрын
Do you mean Substance 3D Designer is not the right tool for creating Trim Sheet?@@King-mj2bn
@Eradifyerao
@Eradifyerao 6 ай бұрын
I think I will call YOU 'Master Anchor'. I Absolutely love Substance Painter, but this is mind-numbing....
@Strelokos666
@Strelokos666 Жыл бұрын
I sure learned useful things in SP but I think more info on how to use trim sheets in 3d software would be nice. Didn't get UV manipulations honestly.
@SkyShazad
@SkyShazad Жыл бұрын
Yeah I didnt understand how it knoew where the Materials is meant to go, I tried this method and the metrial was just random all over the place
@andrewstoyanov9495
@andrewstoyanov9495 Жыл бұрын
@@SkyShazad idea is you have to apply material with this trim in your 3d modeling app. Then in UV editor you moving uv tiles to match the area where you want that tile to be
@King-mj2bn
@King-mj2bn 6 ай бұрын
It's the opposite approach to what you're used to. As the guy above me said, you apply the texture in your 3d app then manipulate the uvs until the texture fits your model the way you want
@swarntelan9301
@swarntelan9301 Жыл бұрын
I dont understand when I put all the layers in a single folder , it doesnt have the same effect as show in tutorial , it just remains the same.
@AlexanderDomingo1
@AlexanderDomingo1 Жыл бұрын
Can you share how you set up the materials in UE? Because wont those decal surfaces flicker as double/overlapping faces in UE if they are right on the surface of the other objects? Do you set up a separate material (deferred decal) for those decals/normal details in UE? Are you able to share the UE project somewhere? 🙂
@pawpotsRS
@pawpotsRS Жыл бұрын
I think the decals that he uses have a different matID, and assumed the material of it was set to deferred decal in the unreal engine and the rest is standard material setup which is why it has no flicker. You can also try to use an extra decal from the bottom of the trimsheet to be used as a mesh decal so the column edge looks better.
@theunsunghero6597
@theunsunghero6597 Жыл бұрын
Hi! Just geniunely curious how you've UV'd the model with the trim sheet, did the final UV shells have a uniform texel densities all throughout the model? Or did it have just small differences just to squish the uv shells to fit per sheets in the texture? Thank you so much!
@kadirsugar7894
@kadirsugar7894 Жыл бұрын
if you want to keep the texel density, slice (cut) the object from the id border and slide the uv of the new object up or down or right or left (you have to make seamless textures for that)
@Eradifyerao
@Eradifyerao 6 ай бұрын
I have watched many Trim sheet tutorials (even made a few). I still don't know how to guage how to portion the scales of the different sections of the trim sheet. In this game, the guy is actually working backwards, using his finished work to determine how and where the different sections will go on his trim sheet...
@dhirajrathod505
@dhirajrathod505 Жыл бұрын
is it okay that I try to mimic this tutorial and try to make an internal scene out of it (Maybe the same scene :P) and upload it on my portfolio?? just wanna have the permission that's all
@dhirajrathod505
@dhirajrathod505 Жыл бұрын
Thanks a lot to breakdown the trim sheets concept btw, Great help
@Substance3D
@Substance3D Жыл бұрын
Sure use whatever you learn. Always best to deviate from tutorial results and give you own twist to it though.
@VertexRage
@VertexRage 9 ай бұрын
The sample files link leads to nowhere. Can we get it fixed?
@adityanharish377
@adityanharish377 Жыл бұрын
That's a lot to take in.
@batuhanoktay
@batuhanoktay Жыл бұрын
I cant bake metallic map :/ cant see it in baking map options.And dirt efects doesnt work without baking maps
@King-mj2bn
@King-mj2bn 6 ай бұрын
You dont bake maps for planes. The video shows you how to connect via anchor points + the micro-normal/height channels
@batuhanoktay
@batuhanoktay 6 ай бұрын
thank you for tips,ı will keep that in mind ✌@@King-mj2bn
@kadirsugar7894
@kadirsugar7894 Жыл бұрын
Thumbnail photo is wrong. This is part 02
@Substance3D
@Substance3D Жыл бұрын
Thanks! Fixed.
@tommywilkinson33
@tommywilkinson33 Жыл бұрын
I think what made this most confusing wasn’t the number of fill layers but how generic and non descriptive the layer names were :) That and with this being spread across two videos, it was easy to get lost on what parts were which, especially if you didn’t memorize each layer name in the first video, how would I know what “random normal details” is referencing? I think saying “you’ll get used to it” isn’t as helpful as maybe showing us better ways to name things to keep track, or even if this is something being worked on by multiple artists so they don’t get confused as well.
@SkyShazad
@SkyShazad Жыл бұрын
I dont understand how The materials From Substance Painter Knew where to actually go when you Put it into 3Dmax
@anotheroldaussiegamer6997
@anotheroldaussiegamer6997 Жыл бұрын
You just move the uv islands to line up with the part of the trim sheet you want to use
@EmvyBeats
@EmvyBeats Жыл бұрын
@@anotheroldaussiegamer6997 how do you apply the Decals and extra normal stuff like the vents that we cut out at 8:37 Edit: I think we need to add a plane and put it over the top of the walls etc. Though i don't understand the text decal part. cos we didn't cut them out? how are those applied?
@King-mj2bn
@King-mj2bn 6 ай бұрын
​@@EmvyBeatsYou use them as literal decals in unreal
@romanbruni
@romanbruni Жыл бұрын
good professional, incomplete tutorial: this is a "pädagogik" matter. although the author is quite skilled, he did not realize the reason for watching is to teach a skill to the viewer. unfortunately it remained a demonstration rather than a learning experience. mainly cause we get no why to understand what to do. for instance, the video is about making a plane w textures... than the final result was applied to an irregular polygon column ! alas, the presenter did not show how to bring one to the other... anothere very important consideration is that the use of trim sheets is a neaty trick to enrich modular creation of spaces - but for this concept it did not need 38 min. there are other comments about being able to take this to other softs, which is a need the tutorial should also include.😶 so, please, consult a pedagogy teacher and try again.
@King-mj2bn
@King-mj2bn 6 ай бұрын
It's not his fault you lack fundamental knowledge. Why are you trying to learn subjects that you aren't yet skilled enough to understand? You expect him to make a hundred hour video to teach you everything you don't know? 🙄
@romanbruni
@romanbruni 6 ай бұрын
@@King-mj2bn maybe you should look up the meaning of the word " tutorial " .
@solosurge
@solosurge Жыл бұрын
When you name "Master Anchor" It's too offensive. Next time use "Main" instead. This way you will get more likes. Little bit of sarcasm :)
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