Neglected House in Substance Painter

  Рет қаралды 7,883

Danny B Creative

Danny B Creative

Күн бұрын

In this time lapse, I re-texture an older asset but this time in Substance Painter. This was part of a personal test that was inspired by Blender Guru's recent Abandoned House tutorial in that I had initially tried to use an ALL BLENDER approach to the texturing as Andrew had nicely done in his video. However, I found this didn't work for me here. I think maybe because I do a lot more hand painting, or used a lot more layers, and also I'm not using assets from Poliigon. In any case, I tried Andrews way, liked it, but it just didn't work for my style and workflow. So, I then tried it again using my own workflow in Blender, using an add-on called Mask Tools. I liked the result, but Blender became laggy and bogged down and I was unable to complete the texturing. So as a final test, I did it again, but in Substance Painter this time, where I'm more comfortable. I like this result much better and it took me considerably less time as well. Win win!
Graffiti is from the Ian Hubert Huberfitti Asset Pack. Acquired from Patreon as a supporter. Thanks Ian!
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Пікірлер: 13
@EthanFilms
@EthanFilms 2 жыл бұрын
Are you aware that this is awesome? this rocks. looks so good. Great work!!
@dannybcreative
@dannybcreative 2 жыл бұрын
Thank you for the kind words!
@coffee-beast-99z
@coffee-beast-99z 2 жыл бұрын
Looks awesome! Really elevated the original model.
@dannybcreative
@dannybcreative 2 жыл бұрын
Thank you!
@leon004leon
@leon004leon 8 ай бұрын
This is amazing! I'm trying to learn how to create realistic structures like this myself. How much RAM does your PC have because mine's struggling to even open the project when I have so many high quality texture sets?
@dannybcreative
@dannybcreative 8 ай бұрын
I only have 64GB. Try using only one texture set. Differentiate between different parts of your model with ID maps and masking in SP. One texture set for multiple parts of the same model.
@CGDave-hc9nx
@CGDave-hc9nx Жыл бұрын
Nice work
@dannybcreative
@dannybcreative Жыл бұрын
Thanks
@pyromaster9095
@pyromaster9095 3 жыл бұрын
very nice!^^
@dannybcreative
@dannybcreative 3 жыл бұрын
Thank you, Pyromaster!
@mathislevavasseur2249
@mathislevavasseur2249 2 жыл бұрын
Hey man ! Great work ! I just had a question, because I'm trying to texture a building but having it not blurry from a close look, I also watched Andrew's video but I don't like texturing in blender. But so I noticed you have only one tile for your Udims, how did you exactly unwrapped your 3D model ? And is that the key that makes your model not blurry from close view ? Thanks if you ever answer me :)
@dannybcreative
@dannybcreative 2 жыл бұрын
Thanks for the comment, Mathis. For this model I didn't use UDIMS, I separated the textures into their own materials, i.e. front-house-plans, back-house-planks, porch-planks, roof, etc... Since I used seamless textures, I scaled up where I could which increases resolution. Blender Guru discuses this in couple of his videos, but essentially, I can scale the texture up or down to fit my needs. You need to be careful as you can see a repeating pattern eventually, but as I'm layering textures, I'm able to hide a lot of that. That said, the texture will eventually fail if you get too close to it, so this model was made to be a good distance from the camera, so it wasn't a big issue.
@kadirsugar7894
@kadirsugar7894 2 жыл бұрын
Export masks from substance painter and manually blend your Textures within game engine or any 3d software. Don't forget to add tiles to your texture for better results when using this technique.
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