Wow, last night I was marveling at how easy and useful the ink dropper is and now I see it can be used outside of the painter window entirely, it just gets better and better.
@denisculic57635 жыл бұрын
I followed the tutorial entirely, this was my absolutely first time going through the process of unwrapping, baking and texturing. Thanks to your great explaining I managed to get a flawless result!!! Thank you a lot!!!
@ChamferZone8 жыл бұрын
Hey everyone, important note for those who follow this tutorial with Substance Painter 2.x. Some of the generators and materials used here in the tutorial have been removed by Allegorithmic. I am not sure why they did it but the good news is that you can still get them through the Substance Share website. First thing I did after installing SP2 was adding them all back (only takes 3 minutes). Installation guide here: i.imgur.com/i9H8RMy.jpg
@arjun1993shaw7 жыл бұрын
ChamferZone i couldn't find the material named "uniform black" as i am using Substance Painter 2. Can you please share that material with me?
@jerrythomas66497 жыл бұрын
Thank You!
@Arch3an6 жыл бұрын
+ChamferZone After I bake the textures, my model doesn't look like yours. The one in your video looks like the edges are sharp on the mesh, and mine are very smoothed out for some reason.
@Arch3an6 жыл бұрын
+ChamferZone I accidentally downloaded the wrong obj file, I now have it correctly baked. The only problem left is the Steel Scratched smart material doesn't appear the same as yours. It may be to the version difference, but I cannot find the "Steel Scratched" anywhere
@nfrancisj21228 жыл бұрын
One of the best tutorials I've come across ..thanks! Please do more! :)
@ChamferZone3 жыл бұрын
Hello guys, sorry it's been quite a while since I made this tutorial and I was just informed by someone that the google drive link was no longer working. I updated it in the description. If you have any trouble let me know on the ChamferZone Discord which you can also find as a link in the description. Cheers, Tim
@iExistBand7 жыл бұрын
Took me two full days to get through these on 50 percent speed, but was totally worth it! Thank you so much, keep up the great work
@ChamferZone7 жыл бұрын
Awesome man, glad yo liked it! Will produce more stuff soon!
@dddpic7 жыл бұрын
one of the best tutorials for substance painter :)
@ChamferZone7 жыл бұрын
Thank you good sir! Glad you like it, yeah substance painter changed a bit in its UI and got a few new features but the basic idea is still the same : )
@djo99999 жыл бұрын
one of the best free tutorials i've seen. Thanks a lot mate
@ChamferZone9 жыл бұрын
+djo9999 Thank you too! Glad you like it!
@lukeagex9 жыл бұрын
Thanks heaps for this mini tutorial. I'm not a beginner but being self-taught, there are some big gaps in my learning that these videos helped fill! I very much appreciate it and look forward to supporting you and your videos more.
@ChamferZone9 жыл бұрын
+lukeagex Thanks for letting me know! I am glad you like my work and I appreciate your support !
@weapondcase19788 жыл бұрын
Very good and in depth tutorial, thank you. Keep them coming
@ChamferZone8 жыл бұрын
Thank you! Stay tuned, new one almost here and will be free to watch on youtube :-)
@rakesh731193 жыл бұрын
i was following this tutorial from start to learn and understand substance painter in particular but got to knew few tools for 3ds max as well . in substance painter though some of the materials and smart materials were missing from my version i still manage to achieve a decent output . Thanks Tim
@jjjames44847 жыл бұрын
One of the best tutorials i have ever seen!!! :D A hug from Argentina!
@ChamferZone7 жыл бұрын
awww gracias! Appreciate it man! :)
@jjjames44847 жыл бұрын
I had a question. looking the first grenade video i notice that many poly you let them non quad. So when you have to make them quad and when not? everyone alway tells me that have quads it is almost a law.
@ChamferZone7 жыл бұрын
Hey Jaime, I'd like to point you to this post I wrote that will answer this question in depth: forum.chamferzone.com/viewtopic.php?f=3&t=9
@siranderoo3896 жыл бұрын
Don't forget! If you do not like the current wear and tear you applied just click on the "Random" button under seed to see it re-generate in different variations! Awesome tutorial as always.
@PunisherM19 жыл бұрын
Subscribed! Awesome teachings, thanks a lot. I always thought Substance Painter was hard to learn... I was so wrong, since it works almost like photoshop! Thanks a lot for this. I can say for myself that there is no better way of mastering something than to share our knowledge with others. Good luck on your new channel
@ChamferZone9 жыл бұрын
+Macebo Obecam Hey Macebo, I missed your comment but now that I see it: Thanks for your feedback! You are right, Substance Painter is basically Photoshop in a 3D space and I love it :)
@David-kx3bh2 жыл бұрын
Hi ChamferZone, thank you for this great tutorial, it made me really progress, I was able to arrive until the start of backing and after that it's just the normal and ao which are functional yet, I had put the right coordinates.
@Jordan_C_Wilde9 жыл бұрын
Outstanding tutorial, but damn ... i wonder when your keyboard breaks hearing how you hammer on the keys sometimes ;D
@ChamferZone9 жыл бұрын
+Ethaldin Morween Thanks mate! Haha, it's true. Maybe it's because I played Piano for 6 years when I was a kid.
@Leondaniel829 жыл бұрын
Got yourself a new subscriber. I'm quite good at modelling but suck at texturing. Needed this tutorial badly. Thank You!
@ChamferZone9 жыл бұрын
+Leondaniel82 Thank you for your feedback Leondaniel, glad it helped!!
@ChristopherJones168 жыл бұрын
This was a great video showing us noobs what one does.. we may not have learned how to do this ourselves alone by watching it.. but its a fantastic video to get us familiar for when we watch the next video about doing teh same thing.. everything wont be foreign to us. I look forward to watching more videos of yours. Thanks for sharing.
@ChamferZone8 жыл бұрын
Hello Cristopher! Thanks a lot for telling me that and sorry for the late reply, it's been an insanely busy week. I know what you mean, I remember good when I started I followed one guy's tutorial creating a glock and I had an awesome result with it but I also felt that I can't just create another pistol right after that. However instead of taking on to that I was doing a few smaller props and after just doing a few few it was amazing to see the progress made ini huge steps. I think the same applies to anyone. This tutorial back then was also a huge inspiration for me to do the same now 10 years later with my own tutorials :) Cheers, Tim
@Pyskiper8 жыл бұрын
Yeah, kinda the same here, I didn't create a grenade when i followed this tutorial but instead i made something else, but because of that i wouldnt just copy everything but learn how its done and I think because of that I learned a lot from this tutorial. Sometimes i don't know how to maybe unwrap some complex shapes in the uv editor but I think thats really the only thing where this tutorial lacks. I think for the rest these videos show how its done and you can actually put it to good use on other models. But I think with everything in live, you just have to train a lot and eventually you get better. Really looking forward to the next videos, I think I can still learn a lot from you!
@ChristopherJones168 жыл бұрын
Yep, one has to learn how to use the tools first before they can build a house. Knowing to build a house is one thing.. but if you dont know how to use the tools properly then itll be a bad house. So thats why im just watching these videos first.. Im not trying to do any of it.. I like to let myself become familiar with terms and all the many options you click. Once I watch enough and find myself guessing correctly what the authors next move is.. then Ill try it on my own. btw what are UVs? I hear them all the time within Unreal Engine.. and I tried Googling to get an exact defintion of what they are but cannot find it anywhere. is an abbreviation? or are they just like x,y,? like an axis that is?
@ChamferZone8 жыл бұрын
Yes the unwrapping in this tutorial was pretty short to be honest but that's just in the nature of it being a small object. The AKM tutorial for example has hours of unwrapping in it. In the end that's really all you can do .. unwrap until you get the hang out of it what matters. The more you practice it the more natural it will come.
@ChamferZone8 жыл бұрын
Hi Christopher: the UV space is the later texture. If you open up the uv editor you'll see that you have two coordinate boxes at the bottom. That's why it's called uv editor i.imgur.com/5YBfguH.png :)
@snwbrdrnl9 жыл бұрын
Awesome tutorial, gave me a much better idea on how to use Substance Painter and learned a few new tricks in 3ds Max too. Thanks!
@ChamferZone9 жыл бұрын
+Harald Schipper Thanks for your feedback Harald. Happy to read that!
@AuBurnedLime9 жыл бұрын
Powerful and very useful! Both videos - modelling and texturing. Very helpful with my studies and projects, thank you!
@ChamferZone9 жыл бұрын
+AuBurnedLime Thank you, happy to read that! It was really fun working on it. Glad you like it.
@fansaaap8 жыл бұрын
Brilliant ! Never had the time or space to figure this all out by myself. Thanks to your video i can actually start learning the deeper meanings of life within creations ;) Thank you Chanfer Zone man
@ChamferZone8 жыл бұрын
+Mainstay Thank you very much! :) I am glad you like it and that it helped!
@ReplicA639 жыл бұрын
Subscribed!! I learned a lot on this tutorial. Very well made, very well taught, and put together video. Great work, man. Thanks a bunch for teaching me things I didn't know.
@ChamferZone9 жыл бұрын
+ReplicA63 Thanks for your comment, I really appreciate it !
@TheRizzler19 жыл бұрын
Great two parter tutorial, you were very succinct and efficient with how you went about everything. Liked how it was intermediate level and you just got stuck in, set a few new shortcuts for myself and will be using a few modifiers and tools a little differently Subscribed, and your next tutorial sounds even better, I'll be sure to pick it up. Cheers
@toroshm8 жыл бұрын
One of the best tuts ever man!!! Please keep it up!!!
@ChamferZone8 жыл бұрын
+toroshm Thanks my friend. Will definitely do! :)
@Nikki-os2df9 жыл бұрын
The best video I've ever seen about Painter so far :)
@deangreasley81688 жыл бұрын
very inspiring, a true professional.
@ChamferZone8 жыл бұрын
+Dean Greasley Thanks Dean! Glad you liked it!
@abayomidipo-ayeni75507 жыл бұрын
best tutorial for substance painter
@ChamferZone7 жыл бұрын
Thanks abayomi, glad to hear it!
@NinjaArt998 жыл бұрын
incredible work, cant wait to be putting your helpful work to use!
@scav31677 жыл бұрын
This is literally the perfect turorial for me i have 3DS Max aswell as Substance Painter 2 WOO.
@ChamferZone7 жыл бұрын
Awesome Doctor, glad to hear it! :)
@mostar1228 жыл бұрын
Wow, so glad I found this, thanks a million!!
@ChamferZone8 жыл бұрын
+mostar122 Thanks for following! Glad you like it :)
@JakeJJKs8 жыл бұрын
Great tutorial. Thanks for sharing ! :)
@DRAWTIST18 жыл бұрын
This is awesome dude
@ChamferZone8 жыл бұрын
Thank you Drawtist!
@ikonane9 жыл бұрын
Great tutorial! Keep them coming.
@rameezmalik10647 жыл бұрын
hi, I have learned so much from your tutorial. I really appreciate your way of teaching. keep it up man!
@ChamferZone7 жыл бұрын
Hi Rameez, appreciate it very much any happy to read it! Will certainly keep on producing
@florianbassler17536 жыл бұрын
Hey Tim, Thank you for sharing this! Finished my first clean model thanks to you and no go ahead with your extended knife toturial on Gumroad. Lets see how much awesome stuff i can further learn from you. Greatings!
@zaparine7 жыл бұрын
Tim, I have a quick tip! When you punch out a hole to make the left ring adjacent to a barrel (I don't know what it's called), no need to delete 2 opposite polygons and bridge each edge 4 times, one by one. You just have to select the 2 opposite polygons and bridge them. Boom! That's it. Skip through the whole process in 1 move. :D
@ChamferZone7 жыл бұрын
Hi Zaparine! Thanks a lot mate for pointing that out. That is a very good point and often I find myself watching some tutorial things I recorded and thinking.. well damn I could have made that easier in retro perspective ;D By the way zaparine, much appreciate your comments here in the channel! You been here from the first day pretty much and that's great. Do you have artstation or something? Cheers, Tim
@zaparine7 жыл бұрын
Oh I just realized I posted the comment on a wrong video. Actually, this is supposed to be on an AKM tutorial but you got the message anyway haha.
@ChamferZone7 жыл бұрын
I already thought so since you mentioned barrel, thanks anyway !
@zaparine7 жыл бұрын
+ChamferZone I don't have ArtStation or anything. I'm a medical student and have to study hard so I only do 3D stuff in my free time (which I don't have much lol). But 3D is my passion. Do you still remember me? I'm Map from Thailand. Nice to talk with you! :D
@ChamferZone7 жыл бұрын
Ohhhh ! Yes of course I remember you. I just didn't know you are the one behind the zaparine account here : D Nice talking to you as well. You should join us on Discord mate discord.gg/HBtXrD7
@ArlindoOliveira818 жыл бұрын
Awesome tuto, congrats man!
@ChamferZone8 жыл бұрын
+Arlindo Oliveira Thanks Arlindo. Glad you like it. More coming soon enough !
@FPstyle18 жыл бұрын
Such a good tutorial! Thanks!
@ed_xz73296 жыл бұрын
Ohhhhh!!!! This is the heaven?
@Alejandrolorente18 жыл бұрын
Thank you very much for this tutorial so useful! Congratulations
@nikohard8 жыл бұрын
Awesome tutorial. Very useful.
@ChamferZone8 жыл бұрын
Thanks Niko! Glad you like it. :-)
@nikohard8 жыл бұрын
Your tutorial on the machete is also kickass. So many new things about modelling and unwraping...
@cedric86778 жыл бұрын
EHRMYGOD! love it!
@adeptusmechanicus57778 жыл бұрын
Thanks! Stunning tutorial
@artyomstepanyan48976 жыл бұрын
COOL TEACHER!!Thank You!!!Its a Great Tutorial.
@Dwornlk8 жыл бұрын
very good and usefull, thanks
@wessiespade80778 жыл бұрын
Thanks for this awesome video! I've learned so much from this session. Thank you so much ;)
@ChamferZone8 жыл бұрын
+WessieSpade Happy to read it and glad you liked it, thanks!
@_lemes_6 жыл бұрын
Thanks! You professional modeller!!!
@masterprofessional18 жыл бұрын
That was amazing. Thanks
@МаксимМашинистов-щ7щ8 жыл бұрын
sorry for my English, I use google translator I understand that this is a tutorial to show how to use the tools of substance painter, but one thing confuses me... How long I had to carry a grenade to it so peeled off the paint! New grenade take out of the box before the fight, then cast it in battle and no grenades))) And this grenade is probably favorite, or serves as a mascot fighter, if he carries around a few years)))
@cub1ko8 жыл бұрын
Best google translate's translation ever 10/10
@ChamferZone8 жыл бұрын
Hi Максим Машинистов, Sorry I haven't seen your message. I think I know what you mean.. a grenade that would be carried around that comes fresh out of the box would not have so much wear and tear on it. That is certainly true. However in video games this is often a bit exaggerated just to have more of an interesting object to look at. Also like you were saying this is a texturing tutorial and it's all about how to apply those kind of effects to our object. You could always lower the amount of wear by having less intensity on the generators. Hope that helps! :)
@muppo20089 жыл бұрын
very nice stuff,subscribed
@patrickvonjanicke6589 жыл бұрын
Ja, das sieht ja toll aus!
@bestboy0079 жыл бұрын
+Patrick von Janicke tja. deutsche ingenieurskunst lol
@ChamferZone9 жыл бұрын
+Nape Lazam Nächste mal dann Stielhandgranate ;)
@danilohashimoto7 жыл бұрын
Your tutorial is one of the best. Congratulations, you're a great artist! Could you teach me how to make mudflakes? Same as rally cars
@ChamferZone7 жыл бұрын
Hi Danilo, thank you! Appreciate it, mudflakes and a rally car? Well I can only say at that point that I have a vehicle tutorial planed for this year :-) Mudflakes sounds to me like something you could do with some procedural materials in Substance Painter but I don't have a full tutorial breakdown for that at hand. Once you start playing around with the procedural materials some more you will get more innovative to use them for all sorts of looks.
@nigelsmith77178 жыл бұрын
This is a great tutorial!!! thanks alot dude
@ChamferZone8 жыл бұрын
Thanks Nigel! Glad you like it !
@Vrayenginestudio9 жыл бұрын
Great tutorial! Thanks ;)
@iplaybose9 жыл бұрын
Subscribed, excellent tutorial. I have a quick question, Why is the difference between substance painter and mari ? Which is better and which is easier to learn ?
@ChamferZone9 жыл бұрын
+iplaybose Thank you! I wish I could give you a better answer to that but I haven't gotten around to work with Mari yet. My opinion is that if you are good with Substance Painter you will probably find it easy to also work with Mari, so my advice would be to get really good with one program first. As far as game production goes I am very comfortable with SP and I don't feel like I am missing anything here. Mari lets you export with a higher resolution which makes it more suitable for movie production then SP. However the developer from Allegorithmic confirmed that support for 8K textures and UDIM is on their road map, to make it more versatile in that field. I definitely want to look into Mari one of these days to see how exactly it compares. Cheers!
@andcaru5 жыл бұрын
Thanks a lot man, you're great!
@mrsharkus3286 жыл бұрын
Great tutorial. I've been having some trouble with baking my normals and was wondering if you could help me. Baking the normals at the boundary of a cylindrical edge causes these weird oscillatory patterns to appear in the normal map, causing awful looking edge artifacts. What are the possible causes of this? Thanks in advance!
@noname-ey4rp9 жыл бұрын
just awesome! thanks
@nathanwaldenscherryjr.29697 жыл бұрын
Hello ChamferZone. I am inspired by your gun models and I am trying to make some myself. Instead of 3dsmax , I use blender because it is free. Do you think that 3dsmax is worth it, or should I stick with blender. Also, what is the max number of vertices that you should have on a gun models?
@Finotti8 жыл бұрын
Fantastic. Next video, jump texture to max. Tkx!
@ledc1318 жыл бұрын
Cool Teacher. Thannks.
@dacheez45396 жыл бұрын
Awesome tutorial! Can you link the obj files, so we can follow alting only in substance?
@venkatesh12306 жыл бұрын
Hi, Thank u for giving asset file, it's useful for practice.
@onepeacebyisobare17509 жыл бұрын
very good tutorial you show very well I have done all the tutorials but i have the problem with baking the map they stop at 42 percent can you help me please
@hectorsalamanca45038 жыл бұрын
+One Peace by isobare try to baking the map 2048x2048
@Gallamanji7 жыл бұрын
Brilliant tutorial, Can I ask, is there a reason why you only self occlude? for example, when you are baking the AO, why do you not change the common parameter to Match - Always, instead of Only by Mesh Name, to get AO from every part instead of just self occlusion within each part?
@ChamferZone7 жыл бұрын
Hi Sam ! Thank you and that is a good question. For the most parts I got into the habit of doing that because the AO doesn't play much of an importance anymore ever since PBR era. Due to the physically based rendering you would just let the engine handle all the lighting, reflection etc based on the metalness/roughness information on our texture. Adding an AO map to the material once we have it in the engine would mess with that. The only reason I bake an AO map is because some of the generators we are using in Substance Painter uses it to generate some cool effects. Due to that I rather have it on each single element then combining it to the whole mesh. I hope that makes sense but that's the reason behind it.
@Gallamanji7 жыл бұрын
Brilliant, thanks very much for clearing that up for me :) made a lot of sense
@StevieMacVFX8 жыл бұрын
Just going through this tut & the Platinum material you use isn't in Painter 2 or on the Share website! Can you maybe post a link to it or upload it in you files? In Painter 2 only Platinum Pure is available & there are no versions on the share website. That's also the same with the Steel Scratched as yours has all the scratch parameters but in Painter 2 it's just a bitmap. Thanks for the great tuts.
@ChamferZone8 жыл бұрын
Hello Stevie, I don't have Substance Painter 1 installed anymore. You mean the chrome material I use for the ring and the fuse? You can really just take any chrome looking material. Metal or Steel. All it takes is putting the roughness down to make it as glossy as the one that I use in the tutorial here.
@lMicakil9 жыл бұрын
Nice to see that others use similar workflow as well :D I know i already aked but are you going to also show model presentation phase? Its quite important as well. Thanks
@ChamferZone9 жыл бұрын
+lMicakil Thanks Micakil! There will be a tutorial covering exactly that very soon!
@ReadingNotAllowed8 жыл бұрын
Hey man, I have been playing around with Substance Painter some more and i'm really liking it so far. But I have run into a problem. Nothing happens after I've baked my model in Substance Painter, I still see my low poly, instead of my high poly model. Do you potentially know how to fix this?
@videogames77 жыл бұрын
hi! great tutorial, i´m taking up learning susbtance painter and i have one question. the software when it is baking the ambient occlusion from the high mesh, it takes me a lot to calculate it. so i would like to know if there is some way to avoid waiting so much time. (sorry for my writing im not native speaker english).
@ChamferZone7 жыл бұрын
Hi cadvideos, glad you like the tutorial! So to answer your question yes... absolutely. You can bake AO maps in 2x2 anti aliasing which will make it MUCH faster. It'll still take a while to complete but 8x8 or 4x4 will take hours and the quality loss is so minimal that I always bake in 2x2 now. SOi... AO and Thickness both in 2x2. All other maps 8x8. Make sure to bake in two different passes. Also put the Secondary Rays up to 256 on the AO settings. Better result!
@videogames77 жыл бұрын
thanks so much for you reply, it was really hepful, next time i´ll bake both maps in 2x2 as you said, Thank you!
@ChamferZone7 жыл бұрын
No problem and yes for future tutorials I point that out more with the long baking times for AO and Thickness map. You aren't the first who was getting stuck there. :) Thanks for watching the tut !
@deadpoolbr03 жыл бұрын
great!
@MrCervantesent8 жыл бұрын
Excellent tutorial. Wish I had some of these programs. Quick question. I have the standard 3DS Max 2016(No outside plugins.) and Photoshop CC.. We did a 3D model of a solar panel. We unwrapped it at 1024x1024, and we have a 4474x1222 .tif image. What can we do in order to be able to scale the image down to the 1024x1024 uvw map without loosing quality(Image comes out blurry.).... Or is there a better way to render out the uvw template to a larger size than 1024x1024?
@ChamferZone8 жыл бұрын
+MrCervantesent Hi! Sorry for the late reply. Yes there is no way for you to fit 4474x1222 on a 1024x1024 format unless your solar panel texture is tileable. So that's what I would suggest you to do. Take your 4474x1222 image and make it tileable to fit on a 1K format. Also always keep your images 512x512, 1024x1024, 2048x2048 or 4096x4096. Those formats are the ones you wanna be using unless you have non square texture formats. Here is a tutorial I found that you may wanna have a look at on the topic of creating tileable textures www.obsidiandawn.com/creating-seamless-textures-in-photoshop-tutorial Cheers!, Tim
@xhall09109 жыл бұрын
You gotta love the German accent.
@michaelmorrow99273 жыл бұрын
At 2:35 , Max Frontal / Rear distance.. Is that for the cage? i ask since you do not have the actual cage option selected.
@bobcoughlan9297 жыл бұрын
This certainly is a great tutorial. I followed it to completion last year, and learned a lot from it. However, I've been away from Substance Painter for a while and wanted to remind myself of a few things. However, this time round, at around the 29 minute mark, where we pick the color from the ID map to expose the text on top of the 'spoon', Substance Painter keeps hanging. When I click 'pick color' it exposes the ID map on the 3d model and the UV map, but when I click the text, nothing happens and I just get the 'spinning wheel mouse cursor' and Substance Painter becomes unresponsive. I am using Substance Painter 2. Not sure if this makes any difference. I'm not sure if other people are experiencing this as well.
@bobcoughlan9297 жыл бұрын
Guess I should have checked the Allegorithmic forums first. Seems like it's a known issue in SP 2.6 - forum.allegorithmic.com/index.php/topic,16694.0.html There is a workaround, well not really a workaround, but just something to make sure of until Allegorithmic patch it. Just make sure your TextureSet size is the same size as you chose during the baking phase. In this case, 4096. This way it will work.
@ChamferZone7 жыл бұрын
Hi Bob, yes sadly the ID map thing became a bit buggy with the 2.0 release to the point where I don't even make any use of it anymore. I just mask everything now (as also seen in the video) and they also have a text tool in there now which we can use to type right on top of the spoon for example.
@cullyduff6 жыл бұрын
Where is this uniform black dirt? Its not in the store...
@solennripoteau62184 жыл бұрын
Thanks!
@gamingmoments73057 жыл бұрын
hey have you used quixel suite at all? id like to know your thoughts on it. i own both
@ChamferZone7 жыл бұрын
Hey man, I think quixel suite is excellent. I also have both and you can definitely have great results with either of them. At the end of the day we use Substance Painter for Production and I just got very used to it. It's also nice to have it as a stable standalone software that's separated from Photoshop and comes with its own integrated baking tool and at the end I save out one easy to access file. On a downside of Painter: it's still having some flaws like for example that it's bad for adding text and shapes which quixel is certainly better for thanks to Photoshop but a) I can just jump in Photoshop and save a mask out and bring it back to Painter and b) they are going to add that in the near future from what I hear. So bottom line: both are great but I rather roll with Painter because I work with it on a daily basis (at work and private projects) and feel like i know it inside and out.
@raquelgarcia48699 жыл бұрын
Thank you so much!!!!!!!
@theoffbeatartist8 жыл бұрын
If I want to take a render in Marmoset Toolbag. Us there any specific instructions u may help me with.? Thanks for the tutorial.
@ChamferZone8 жыл бұрын
Hello Gunjan, the rendering part is a whole world to its self. I do have a paid tutorial out for exactly that in which I explain my whole workflow for making renders in Marmoset: gumroad.com/l/SzALX Marmoset is definitely my #1 choice.
@KunalChdha8 жыл бұрын
Hey Tim, thank you for such a beautiful tutorial. I have learned many things from this tutorial. I thing I want to know where to apply the final texture maps in 3ds max using mental ray renderer, I'll be very thankful to you if you'll just let me know. Thanks
@ChamferZone8 жыл бұрын
Hello Kunal, sorry I only see your message now. Mental ray doesn't support PBR textures from all that I know so your best try would be to export the textures for Vray if you are familiar with that. Substance Painter has an export option for it and you could just use that instead. I render all my work in Marmoset Toolbag so I am not too familiar with the 3dsmax rendering pipeline. Everything I do is intended to be used in video game engines such as UE4 or Unity. Marmoset is basically a PBR render engine just like it but for the sole purpose of making renders.
@KunalChdha8 жыл бұрын
+ChamferZone but what are setting for importing the textures to marmoset. It will really help me, if you let me know. Thanks
@nfrancisj21228 жыл бұрын
Any plans for an exterior environment? something like, tomb raider temple, uncharted ruins.. :D
@ChamferZone8 жыл бұрын
Hi, thank you, I'm glad you liked the tutorial! I do have plans for an environment tutorial in the future! (can't say exactly when though as I have other things coming out before that)
@stroibatromashka7 жыл бұрын
Это просто потрясно...
@overnightgrowth8 жыл бұрын
By the way was there any specific reason that you bake out the high poly mesh in an obj filetype rather than a fbx like we did for the low poly?
@ChamferZone8 жыл бұрын
+OverNightGaming Yes, I noticed that when putting an obj as lowpoly into substance painter it can cause strange dark "spots" in certain areas. Those spots look a bit like the normal map has some issue or the curvature baked wrong but in reality it's just the obj messing it up. Importing an FBX doesn't have those errors and is also the best format for lowpoly meshes in general. Almost every engine uses it.
@overnightgrowth8 жыл бұрын
+Chamfer Zone Okay thanks. What about the high poly though couldn't you save that as a fbx instead of an obj or is that less efficient?
@ChamferZone8 жыл бұрын
+OverNightGaming It would probably also bake fine if you exported a highpoly FBX but I'm used to taking an obj as a format for that. FBX comes with a lot of bells and whistles if you look in all the options it has. Sometimes that can also lead to some issues here and there. In contrast to that I like the obj exporter simplicity where you have all export settings within one small window. It also exports very quick which is nice.
@its420everydayhere7 жыл бұрын
Is the purpose of adding the high poly mesh to get around having to uv it or does the high poly version need to be uv'ed as well? Because its extremely hard to uv some of my high polys.
@ChamferZone7 жыл бұрын
Hello, you never have to unwrap your highpoly for video game art. We only use it to project the details onto our unwrapped lowpoly. Take a look at the video that I just posted here on the channel. A full episode about unwrapping :)
@anirudha3016 жыл бұрын
Thank you Bro. Really thnx.
@feridaghon8 жыл бұрын
shared + liked + enjoyed! THANK YOU btw do u know anyone with same level as you are, doing any characters? including outfit and organic texturing in substance? cheers
@ChamferZone8 жыл бұрын
Thank you Farzin ! Glad you like it. You know I keep telling my character artist friends at work to also make tutorials but all I ever get back from them is... oh there are already too many tutorials out there. Well I think there are never enough things if you put a lot of effort in it. I think that this is a very good tutorial though. I haven't followed it myself but the guy is great: (ex blizzard employee) cubebrush.co/mb?product_id=1ztdpw
@feridaghon8 жыл бұрын
thanks for your reply. i mean u have done this tutorials with passion. rarely i have found ppl on same level of skill set as urs doing tutorials this amazing and well-paste. THANK YOU AGAIN
@obriy868 жыл бұрын
Thank you! One thing I would like to know - how do you use maps from SP for example in vray? I mean for the same visual result as in SP.
@ChamferZone8 жыл бұрын
+vasya vasilyev Hi Vasya, sorry for the late reply. There is an export option for vray in Substance Painter so I would think that whatever maps come out of that you can just plug into Vray. I don't use Vray myself so I can't really comment on how exactly to do that.
@bekirdemir65378 жыл бұрын
thank you
@raijard8 жыл бұрын
OMG Arnold Schwarzenegger is a 3D Guru!
@ChamferZone8 жыл бұрын
Get to the choppa!!
@YoCazure9 жыл бұрын
Great tutorial, I've got one question. I see that most people use Substance Painter as a tool for 3D models that are used in games. But can I also use it for animation purposes?
@fschutt2479 жыл бұрын
+YoCazure The maximum texture resolution is 4k - which may or may not be low for the your animation purposes. In film & VFX, Mari or Quixel Suite is more in use.
@YoCazure9 жыл бұрын
Felix Schütt, thanks for your reply! I'll take a look at Mari and/or Quixel Suite. Have a nice day.
@ChamferZone9 жыл бұрын
+YoCazure Hi YoCazure, thanks! 8K support is being worked on by the allegorithmic devs so it's just a matter of time until we can export ultra high resolution textures. In the meantime Painter is ideal for video game purposes.
@YoCazure9 жыл бұрын
Chamfer Zone , thanks for your response. I'll take note of that.
@declanhillman75437 жыл бұрын
may sound like a stupid question but ive never been good at unwrapping, but once you finished everything in Substance Painter and export it how do you get the textures to apply to both low and high poly models back in 3ds max. Not sure if i missed it but after you bake the textures how do you apply the textures for the high poly model, not sure if this is correct but after baking the textures is the model your working on the high poly model.
@ChamferZone7 жыл бұрын
Hello Declan, the highpoly model does not get any texture at all. It's just needed to "bake" the information down to the normal map which then wraps as a texture around on our lowpoly. Resulting in a look that appears to be highpoly. That is the whole reason why we have to do it. So bottomline, only the lowpoly gets textured.
@declanhillman75437 жыл бұрын
oh okay thank you, i understand now, im still knew to all texturing based work and thank you i appreciate it for the videos ive understood more in the last week than ive been taught in the last yearat uni :/ :D
@declanhillman75437 жыл бұрын
oh okay thank you, i understand now, im still knew to all texturing based work and thank you i appreciate it for the videos ive understood more in the last week than ive been taught in the last yearat uni :/ :D
@ChamferZone7 жыл бұрын
Declan that is awesome to hear haha! I hope your portfolio will prosper!
@chrispanov81677 жыл бұрын
Hey i actually fixed it, so dont worry. I have another question. When i get to the part with the text when i select "add mask with color selection" and then "pickcolor" the text doesnt appear on the additional map, why is that? Thanks
@ChamferZone7 жыл бұрын
sorry, I didn't see your second question and yes that is something that doesn't work that way anymore in Substance Painter 2 (sadly). So what you can do instead is using the Alpha Text tool that it now comes with. Makes the whole process much easier too!
@emmawilliamson7118 жыл бұрын
Thanks for the tutorial, not sure if its me but the new substance painter i just bought doesn't seem to have the platinum material you were using and the additional parameters? where did you download your materials from? :)
@ChamferZone8 жыл бұрын
+Emma Williamson Hi Emma, that is true. Unfortunately Substance Painter 2 either renamed some of the materials or just replaced them with something else. In case of the platinum I'd recommend to just pick any of the other metal materials that have the same kind of look or reflectance. You could also try to look up the "substance share" library. If I have the time I'll go through this tutorial here and add text descriptions of which materials can be used now. Also .. the mask builder is now called mask editor when you get to that but essentially still does the same.
@ChamferZone8 жыл бұрын
+Emma Williamson Infact, let me do that tonight once I get back from work.
@emmawilliamson7118 жыл бұрын
+ChamferZone Thanks alot! i think i have a semi workaround. I navigated to my old steam substance painter folder for version 1 and copied the smart material i needed to the c:/documents/substance painter 2 shelf directory so will try to follow as best i can that way :) The only other issue i had was a weird bake with a small spot in my mesh but its barely noticeable, but I'm certain thats an issue in max (I'm messing with 2017 at the mo).
@ChamferZone8 жыл бұрын
+Emma Williamson Hi Emma, good work around! Hmm that spot issue sounds familiar, is it a black spot? I had it before and the only way to get rid of it is to export the lowpoly as fbx and not obj. But I suppose that's what you did? If not you can send me a screenshot and I'll see what it could be. Cheers, Tim
@emmawilliamson7118 жыл бұрын
+ChamferZone The low poly is fbx did not change the settings so maybe i missed something and the high poly is obj. I have screenshots here where you can see the weird shading in max. This is being caught in the bake and is noticeable in the AO, Curvature and normal map. Its not a big deal as you don't really see it much being on a small spot but would be nice to know what the culprit is. Perhaps one of my settings when doing the chamfer? i found that if i want the curve in the high poly its very dense in the corners almost like an overlap and i cant reduce that or it will look too hard edge. I'm also very new to smoothing groups so this was educational for me, perhaps i didn't do that right, I'm used to the standard subdiv workflow and adding in edgeloops where needed for hard surface. imgur.com/a/nVCp0
@flyball-thegame7279 жыл бұрын
great ^^
@MIRACLECHEEZ8 жыл бұрын
That's incredible! How much does this program cost?
@ChamferZone8 жыл бұрын
+metroboomin Hi! It's on sale right now if you get it on steam: store.steampowered.com/app/273390 Either way, it's not too expensive and worth every cent :)
@ahmedtallal62117 жыл бұрын
great tutorial but i have a stupid question :( i wish u answer me if i want to render the high poly grenade in 3D Max with the exported texture from substance painter what can i do ???!!!!! because we unwrap the low poly only !!!
@ChamferZone7 жыл бұрын
Hello Ahmed, thank you and there are no stupid questions. Well the highpoly model is only for baking information down on our lowpoly. So it has no UV information on it. It's not meant to be .. if you wanted to texture the highpoly you would have to unwrap it too.
@ahmedtallal62117 жыл бұрын
thnx man i really appriciate your reply :) and thnx agaon for your effort :)
@evg_lf54158 жыл бұрын
Thank you!!!
@HroftiHroft6 жыл бұрын
Is it serious? A frayed grenade? How often it's been used to wipe off some of the paint?)