This is one of the few tutorials like this, straightforward and accurate, thanks!
@christianm60422 жыл бұрын
Dude this is one of the most straight to the point tutorials i have found, thankyou so much! i can now move on to learn stylized artstyle with this for games!
@JonnyShields2 жыл бұрын
Brilliant, so glad it helped!
@ReverseAltruism2 жыл бұрын
This is the best tutorial, so fast. So my baked maps came out like sh*t because: 1) My low poly and high poly meshes were not right on top of each other 2) I did not smooth my low poly before exporting 3) Max frontal and Max rear distance had to be pushed up a tad bit My mesh now looks beautiful. Ty so much for the video.
@JonnyShields2 жыл бұрын
Awesome! You're very welcome :)
@beepbeep-m6m2 жыл бұрын
Need more tutorials like this. So many people just blabber on. Thanks a lot.
@JonnyShields2 жыл бұрын
Glad this style of tutorial worked for you, cheers!
@TheOnlyOOKS2 жыл бұрын
This video is very helpful. I just started learning Substance Painter today and was able to get some great results. Thank you from Japan!
@JonnyShields2 жыл бұрын
Glad it helped Oskar. Cheers from Northern Ireland!
@virturii25715 ай бұрын
Wonderful tutorial!!
@clumsymoe2 жыл бұрын
it's recommended to set the playback speed to 0.75x or lower 😉
@JonnyShields2 жыл бұрын
😬
@ilkhomyuldashev19972 жыл бұрын
Nice Tutorial bro.. dont stop making this kind of cool tuts..!
@JonnyShields2 жыл бұрын
Thanks!
@hugemonkey388 ай бұрын
thank you so much, best tutorial by far. quick and easy to understand
@T61APL893 ай бұрын
Still a solid tutorial, thanks.
@dibritto12982 жыл бұрын
thank you bro, this really help me
@JonnyShields2 жыл бұрын
Glad to help!
@n0ni22 Жыл бұрын
underrated, thanks
@stefana.jansson329 ай бұрын
hey. a question. why am i getting clear UV seams in the curvature generator?
@omarrrfahmy12 жыл бұрын
thats helps alot thank you bud!
@JonnyShields2 жыл бұрын
Cheers :)
@anissar7301 Жыл бұрын
thank you so much for this video. I may sound stupid with this question but I hope you can answer it. can we compair normal maps. like which normal maps or displacement maps give more details is it the one zbrush generates or Blender generates or are they the same or it depends on the details of the 3D sculpt
@JonnyShields Жыл бұрын
That's a reasonable question. Zbrush is generally better at handling very high definition meshes (with a high level of detail). It's often the software of choice for AAA games sculpting. I use Blender because it's free, efficient in creating indie game assets, students can easily download it from home, it's lightweight with a small download size and runs well on laptops, and it has decent poly modelling tools. Blender's sculpting is getting better, but will likely never be as powerful as Zbrush for generating normal maps from a high definition sculpt. Having said that, I prefer using Substance Painter for normal map baking and would use it to bake Zbrush models too.
@anissar7301 Жыл бұрын
@@JonnyShields Thank you so mcuh for clarify this to me. I really appreciate your help.
@JonnyShields Жыл бұрын
@@anissar7301 No problem!
@GeorgeKarala2 жыл бұрын
Finally good tutorial
@JonnyShields2 жыл бұрын
Thanks for the feedback :)
@inedia88712 жыл бұрын
thank you a lot for that! Helped me a lot!
@kappy_lgr Жыл бұрын
Thanks a lot, great tut
@marco43428 ай бұрын
thank you so mush!!!!!! this help me a lot.
@jennarosebernardo9359 Жыл бұрын
My edges are applied all over even when I use the generator and idk why is my UV is not seamless. Can you tell me what I did wrong?
@momoom29157 ай бұрын
Thank you so much
@davidstedmond77052 жыл бұрын
I don’t want to apply the subdivision surface and bevel modifier in my blender project so that I can keep a low poly count. Can I instead tick the box to apply the modifiers on export to substance painter then do the texturing in substance painter and import those textures back into blender and add them to the models with the modifiers? Would that work or would it cause issues or do I need to apply the modifiers before exporting or instead add high poly texture to low poly mesh as shown in your video.
@arelstudio4186Ай бұрын
thanks
@torytar54352 жыл бұрын
What if i want to bake a sword per example? in which the blade and the handle are separate objects.. do i just join them? or..?
@TheOnlyOOKS2 жыл бұрын
You don't have to join them necessarily. For example I just made a pirate ship wheel today and I kept the spokes, inner part, main wheel, and base as separate objects but I exported them together as a FBX to be brought into Substance Painter. If you make sure they can all use the same UV space without overlapping it's all good. If you stack UVs just make sure that you move each stack into its own UV space.
@bakiyagzdindar7334 Жыл бұрын
@@TheOnlyOOKS bro how do i put all my UV's in the same space?
@Ammeeeiizing2 жыл бұрын
Ooooh so you don't have to uv unwrap on high poly? :o :o mind. Blown
@JonnyShields2 жыл бұрын
I know, thank goodness!
@Brettski2 жыл бұрын
I did all steps in this video but my normal map is still appearing blank?
@Brettski2 жыл бұрын
Nevermind, my normals were flipped wrong.
@JonnyShields2 жыл бұрын
@@Brettski Glad you got it sorted!
@Rictue2 жыл бұрын
bro you are a god ty so much
@JonnyShields2 жыл бұрын
Glad it helped!
@erazjel37715 ай бұрын
nice, but can you talk just a little bit slower? ;)
@FPChrisАй бұрын
Do you really speak this fast? Lol. It sounds like 1.5 speed.
@JonnyShieldsАй бұрын
@@FPChris It's sped up by 30% and pitch corrected. Sounded too long and droning without, but I may have gone overboard 😅
@edwearddemylae2279 Жыл бұрын
Gently, gently... Talking to you much too quickly... it's incomprehensible... especially when English is not the native language...
@alinarangi78262 жыл бұрын
Hi thanks for your tutorial, recently I finished my first 3d model, unwraped, sculpt and the issue is baking normal this is part of mesh I want to know why the seams appear in sculpted places, im trying lots of methods, if you take a look at my mesh very appreciate it drive.google.com/file/d/1hj9iWgLCP-JQ-pjv22TPxEa7Xg8pYPP8/view?usp=drivesdk