How To : Fix your Ambient Occlusion map in Adobe Substance Painter

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SARKAMARI

SARKAMARI

Күн бұрын

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This video shows you a quick way to clean up your ambient occlusion when it is baked inside Adobe Substance Painter.
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Bookmarks:
00:00 Let's Get Started
00:39 Tips When You Export Your Model
02:05 Baking Maps
04:04 AO Artifact when baking Maps
05:35 The Fix
#sarkamari ‪@Substance3D‬ ‪@sarkamari‬
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Пікірлер: 59
@sarkamari
@sarkamari 2 жыл бұрын
*alternative solution: Use "match by name" inside Substance Painter when baking, and make sure each part of your model is named correctly. :)
@diegogbrandao
@diegogbrandao 8 ай бұрын
Exactly! I always do it this way, it's the most agile workflow for this situation. :) But this alternative that SARKAMARI proposed could be useful when your mesh is all merged (that is, it is a mesh with only all components), because then you cannot use "Match by name" in self occlusion as we will no longer have to a mesh.
@Connorses
@Connorses 9 ай бұрын
Thanks for the tip! I wouldn't mind the shadows, except my model has a moving piece and the shadow would have stayed put. Now it's much better.
@billypodol9006
@billypodol9006 2 жыл бұрын
Is there any method, script or plugin for maya that explodes the object into separated meshes (not Faces) to help for later baking ? Thank
@Jason-gs6hd
@Jason-gs6hd 2 жыл бұрын
so helpful, I though I couldn't use an AO map for character model because of the artifacts, this helped alot
@sarkamari
@sarkamari 2 жыл бұрын
Glad it helped
@-o-itscharli
@-o-itscharli Жыл бұрын
Realised this wasn't the problem I had but figured it out after watching this anyway + I learnt something new :) so thank you I guess!
@CodeZakk
@CodeZakk 2 жыл бұрын
Very useful tutorial thanks!!
@hilary21537
@hilary21537 Жыл бұрын
It was very helpful. Thanks a lot!
@iCamSkiEz
@iCamSkiEz 2 жыл бұрын
the timing on this one is nuts, thanks!
@rsunghun
@rsunghun Жыл бұрын
wow! it was super helpful! Thank you so much for the video!
@sarkamari
@sarkamari Жыл бұрын
Glad you found this video useful
@sey9440
@sey9440 Жыл бұрын
great thanks, one of the best tips of my beginning learning ! 1000 x Thanks
@sarkamari
@sarkamari Жыл бұрын
Your comment really made my day. Cheers
@Tetsuo_
@Tetsuo_ Жыл бұрын
Just wanting to check if this works for you… in the A.O. Settings section of the baking options, when you set the “Self Occlusion” drop down to “Only Same Mesh Name” will this allow you to avoid the AO shadows without having to explode the mesh?
@ab-uo6rd
@ab-uo6rd Жыл бұрын
thank you so much
@JohnnyAG
@JohnnyAG Жыл бұрын
Legend
@pawnix4122
@pawnix4122 Ай бұрын
Does this completely remove the ambient occlusion from casting shadows on nearby geometry? I would explode my mesh since it also makes it easier to texture all sides, but my HP is 90+ million triangles and so moving things around in my 3D software isn't exactly feasible, unless I model the whole thing in an exploded state from the start which is counter intuitive
@Tetsuo_
@Tetsuo_ Ай бұрын
@@pawnix4122 For example, If you had a single mesh with three different materials / material ids to separate 3 distinct parts. Without this option those 3 parts would cast AO on themselves and each other. When the option is on those same 3 parts only cast AO on themselves. One of the main reasons for this is if parts of the mesh are to be animated or removable which would prevent weird discounted AO from the static and moving or removed geometry.
@pawnix4122
@pawnix4122 Ай бұрын
@@Tetsuo_ I tested it myself and it works the way I wanted it to. WE ARE COOKING BRO. LET'S FRICKING GOOOOOO!
@hayesgeldmacher8592
@hayesgeldmacher8592 Жыл бұрын
Exactly what I needed, thank you!
@sarkamari
@sarkamari Жыл бұрын
Amazing to hear
@mr.president1874
@mr.president1874 Жыл бұрын
Do you have any suggestion how to explode the mesh if you have not 15 "details" but around 170? Should I explode every one of them? That a lot of work.
@NadraNagy
@NadraNagy Жыл бұрын
that's actually a brilliant idea!
@syedazar1835
@syedazar1835 2 жыл бұрын
Thanks alot 🙏 for this wonderful tutorial it's helped successful 😌
@sarkamari
@sarkamari 2 жыл бұрын
Great to hear, Syed. 🙏🏼
@Pitt1127
@Pitt1127 2 жыл бұрын
You saved my day, thanks!
@sarkamari
@sarkamari 2 жыл бұрын
Amazing to hear
@ArtillaVeq
@ArtillaVeq Жыл бұрын
I was looking for how to edit/paint over baked AO, this is tutorial, how to bake properly, but sadly not how to correct errors.
@jourverse
@jourverse 7 ай бұрын
Thank you.
@bakheethamid2008
@bakheethamid2008 2 жыл бұрын
Can you release a video showing how to combine Base Color and Ambient Occlusion maps inside of Substance painter. Thanks
@sarkamari
@sarkamari 9 ай бұрын
In a substance painter you generate ao by baking maps and it allows you to paint materials. The app overlays them automatically so you can see the finished result.
@mr.j7899
@mr.j7899 9 ай бұрын
OMG. I didn't know this feature!! Question, I always leave open holes on my low poly mesh. Will this affect my baking?
@sarkamari
@sarkamari 9 ай бұрын
Thank you Well any open area attracts AO and may also create artifacts in your normals. Best is to have your geo close. Given the fact that sometimes it's unavoidable
@leothomeart
@leothomeart Жыл бұрын
Thank u really helped me :D
@Klejner
@Klejner 3 ай бұрын
I tried to bake my high poly to my low poly from zbrush objs in substance painter. The high poly textures only showed up in patches while the rest of the model's skin stayed as with the low poly's original texture. Is there a way to fix that??
@vishnumohanan7395
@vishnumohanan7395 Жыл бұрын
Great tip..!! Your Channel deserve more Subs..💙💙
@sarkamari
@sarkamari Жыл бұрын
Thank you, Vishnu
@MrFour4th
@MrFour4th Жыл бұрын
cool i didnt know that! my work around is i changed the Max frontal and rear distance from 0.01 to 0.001
@sooshiyansjahan4773
@sooshiyansjahan4773 2 жыл бұрын
Substance and maya are perfect like you thanks
@sarkamari
@sarkamari 2 жыл бұрын
Kind as always 🙏🏼
@Chikiritu
@Chikiritu Жыл бұрын
tq brother
@AqilDaiyan
@AqilDaiyan Жыл бұрын
YES! THANK YOU I can stop ripping out my hair now
@sarkamari
@sarkamari Жыл бұрын
Oh dear!
@dean3184
@dean3184 2 жыл бұрын
This would only be necessary if one object will move from the surface below it, correct? Or am I not understanding the "problem"?
@sarkamari
@sarkamari 2 жыл бұрын
correct. As I have stated in the comments you can also use "match by name" when baking, making sure parts of your model are named correctly
@cgfroggg
@cgfroggg Жыл бұрын
By using Marmoset, You can easily fix this problem. Just uncheck "Ignore Group" in Ambient Occlusion Setting
@sarkamari
@sarkamari Жыл бұрын
Thank you for the tip 👍🏼 Marmoset is a great application
@peterlelo
@peterlelo 10 ай бұрын
thanks very usefull
@mayena5735
@mayena5735 4 ай бұрын
Another tip for people that have random ambient occlusion baking glitches: use OBJ files and not FBX. I don't know why but FBX and Painter don't go well together sometimes.
@sarkamari
@sarkamari 4 ай бұрын
great tip. Thank you for sharing :)
@pascalperigaud1116
@pascalperigaud1116 9 ай бұрын
thank you for your advice. I would love to start learning Maya but I can't afford to buy it because I find it expensive for my financial means. but thank you for your video. 1 more subscriber
@sarkamari
@sarkamari 9 ай бұрын
Glad to see you found the video useful
@Esciomancer
@Esciomancer 2 жыл бұрын
cool vid, but as a professional 3D artist, those UVs hurt my eyes haha. For better texture quality, you can layout those UVs so they cover the whole UV space! Or if thats a game asset, one UV space for the whole head would be enough
@migui903
@migui903 Жыл бұрын
I think he just assign a material on maya to each parts of the head, thats why the uvs are like this
@XANTO__
@XANTO__ Жыл бұрын
Thank you you saved me ahaha
@sarkamari
@sarkamari Жыл бұрын
Great to hear
@topy706
@topy706 Жыл бұрын
for some reason when i do this and load back into my original mesh the ao looks super fuckey x(
@bosseta
@bosseta 2 жыл бұрын
I think it's faster to fix it manually in photoshop
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