Substance Painter Tutorial - Model Preparation 01: UV Mapping and Texel Density | Adobe Substance 3D

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Adobe Substance 3D

Adobe Substance 3D

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In this video we discuss UV mapping and texel density in regards to maximizing texture resolution.
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Substance Painter Tutorial - Model Preparation 01: UV Mapping and Texel Density | Adobe Substance 3D
• Substance Painter Tuto...

Пікірлер: 215
@3d-tischler100
@3d-tischler100 9 жыл бұрын
Ive seen so many tutorials about uv mapping but this one is the best. You can´t explain it better. I understand a lot more now. Thanks again !
@Substance3D
@Substance3D 9 жыл бұрын
Svatlas B Thanks so much. That is really great to hear : )
@xRaptorx102
@xRaptorx102 8 жыл бұрын
Wow. This is the UV mapping explanation I've always been looking for. You explain things so perfectly, thank you for this.
@Substance3D
@Substance3D 8 жыл бұрын
+Christian L Thanks! Glad to hear it was helpful.
@marty_yyz490
@marty_yyz490 5 жыл бұрын
At 12:47, for Maya 2019 users, the "layout" menu can be found in the "Modify" palette. Autodesk Updates "Unfold 3D" functionality to replace the "Legacy" UV layout, which (maybe) comes pretty handy.
@ahatcho138
@ahatcho138 6 жыл бұрын
Ctrl + A followed by Ctrl P for Blender users to pack uvs according to object size as he did here in maya using that uv window.
@Cookieforya
@Cookieforya 8 жыл бұрын
This course is such a blessing, love you guys!
@Substance3D
@Substance3D 8 жыл бұрын
+Cookieforya Thanks very much! So glad to hear it's been helpful.
@rossdanielart
@rossdanielart 7 жыл бұрын
At first I thought it was a matter of modeling in Maya and just exporting to Substance without worrying about UV or anything texture related since substance would automatically take care of the UV part. Finally a clear, and deliberate attempt at being concise about this topic. I searched all over and now I'm getting the rational behind UV mapping! Thanks!
@Substance3D
@Substance3D 7 жыл бұрын
So glad this video was helpful : )
@taylorsweeney108
@taylorsweeney108 9 жыл бұрын
Awesome tutorial, So helpful and detailed, Thanks Heaps!
@Substance3D
@Substance3D 9 жыл бұрын
Taylor Sweeney Thanks! So glad you like the videos
@Torey3D
@Torey3D 6 жыл бұрын
= Mind Blown! I have been working with Maya for years and you just gave me such a Pro Tip! Thanks so much!!
@Substance3D
@Substance3D 6 жыл бұрын
Thanks very much! So glad this is helpful
@gutibokeron
@gutibokeron 5 жыл бұрын
This issue is more important than it looks like! :D
@andrewstanley
@andrewstanley 8 жыл бұрын
Dude you fucking rock.
@Substance3D
@Substance3D 8 жыл бұрын
+anderu92 Thanks!
@rodolforubens
@rodolforubens 7 жыл бұрын
The new maya's uv toolkit makes even easier to unwrap, before I was using nightshade uv but now I only use uv toolkit and it rocks! Thanks for this btw, very informative.
@Substance3D
@Substance3D 7 жыл бұрын
Thanks! Yeah totally agree. Maya 2017's UV editor is great. From what I understand they bought nightshade : )
@lockenessmotorsports818
@lockenessmotorsports818 6 жыл бұрын
Outstanding video helped me out tons, thanks for this :)
@Substance3D
@Substance3D 6 жыл бұрын
Thanks! So glad to hear it was helpful
@mazenezou
@mazenezou 7 жыл бұрын
i'm using 3ds max and always get confused in UVs, but you just made it easier, you guys rock.
@Substance3D
@Substance3D 7 жыл бұрын
Thanks very much! So glad to hear the video was helpful.
@ParabhdeepSingh
@ParabhdeepSingh 6 жыл бұрын
Loved it, it help me a lot to start with substance
@Substance3D
@Substance3D 6 жыл бұрын
Awesome! So glad to hear the video was helpful
@Darkshot_47
@Darkshot_47 6 жыл бұрын
Man love your voice (it's similar like Andrew Kramer also) & the way you explain stuff! So keen & provide in-depth info always! This is very important topic you've covered which most people don't know of. I followed all Designer tuts already so now doing the same with Painter. Anyway, thank you & keep up the great work :)
@Substance3D
@Substance3D 6 жыл бұрын
Thanks very much! Makes my day to hear. Really appreciate it. I love Andrew Kramer's videos so that is a really nice compliment.
@Darkshot_47
@Darkshot_47 6 жыл бұрын
I'm glad it hear this made your day :) Cheers!
@soirema
@soirema 5 жыл бұрын
Ooh ! So that's why I had low res textures with 4k xD great tutorial!
@cooldude3403
@cooldude3403 7 жыл бұрын
Awesome Tutorial, thank you!
@Substance3D
@Substance3D 7 жыл бұрын
Thanks!
@pathikbiswas9039
@pathikbiswas9039 5 жыл бұрын
Thanks very helpful video.
@valeriatraverso7515
@valeriatraverso7515 7 жыл бұрын
This is really a good tutorial, good job m8, you explain very good
@Substance3D
@Substance3D 7 жыл бұрын
Thanks very much : )
@bs_art3625
@bs_art3625 5 жыл бұрын
This is a great tutorial. Best on UV mapping I’ve seen. Thanks for all yall’s free educational content.
@b3d3d
@b3d3d 2 жыл бұрын
you r so good to teach....
@yawenzhang572
@yawenzhang572 7 жыл бұрын
Hi thanks for the video, I worked on low poly models texturing most of the time before. I am just wondering if symmetrical UV works along with the R/M workflow in substance painter? I have tried once it is a bit confusing.
@ralphmacsavage
@ralphmacsavage 6 жыл бұрын
A: how do you display the grid in Maya 2018 B: Is there a tutorial on splicing & stitching. In my class we only ever just hit the "Automatic UV" which seperated every face often causing problems when texturing.
@seanmclaughlin8782
@seanmclaughlin8782 4 жыл бұрын
If you’re watching this in 2019 maya now has a button that equalises the texal density automatically.
@paulcomaita5881
@paulcomaita5881 4 жыл бұрын
is there the same for 3dsmax?
@hightechnician
@hightechnician 4 жыл бұрын
@@paulcomaita5881 "normalize uv's" in max, "average islands" in blender.
@nahasathossainnibir2410
@nahasathossainnibir2410 4 жыл бұрын
im on maya 2020. may you please tell me where it is ?
@hightechnician
@hightechnician 4 жыл бұрын
@@nahasathossainnibir2410 Didn't you ask for max? I don't use maya (or max), but isn't it shown here in the video? It's 2016, but the core functionality shouldn't have changed. Layout UV > Layout Settings >Scale Mode: Uniform
@nahasathossainnibir2410
@nahasathossainnibir2410 4 жыл бұрын
@@hightechnician I was asking that in Maya. I thought that there is an automated process but it's actually not automated and shouldn't be. You can set texel density manually in the UV editor. Get,Set
@larylich
@larylich 8 жыл бұрын
3D Coat has a great UV function for unwrapping. You can draw in the seams you want and is great for creating uniform texel density. Alternatively, UVDelux is a great Maya script that makes manipulating UVs more intuitive.
@Substance3D
@Substance3D 8 жыл бұрын
Thanks for the suggestions : ) Always looking for good UV tools.
@dannybee6677
@dannybee6677 2 жыл бұрын
Great job with the explanation. He teaches a lot better than my professor, at a school I will not mention. lol.
@Blastingmike
@Blastingmike 8 жыл бұрын
Very good video! Just starting out trying to learn Substance Painter. :)
@Substance3D
@Substance3D 8 жыл бұрын
+Blastingmike Thanks! Very glad to hear you find it helpful.
@abdulalim0210
@abdulalim0210 2 жыл бұрын
Awesome video! Very helpful and informative. How can I ensure my Texel densities match in Marvelous Designer before baking in Substance to ensure the resolution is uniform across the board? I'd like to scale accordingly as per your tutorial. From 12:05 I'm not sure how to add this checker box guide in Marvelous Designer and proceed with the scale and match for all UV sets as I believe this is done in Maya. Many thanks!
@thejasonhsu
@thejasonhsu 5 жыл бұрын
In Maya you can copy the texel density from one UV shell and paste it to another with the UV tools
@Substance3D
@Substance3D 5 жыл бұрын
Thanks for the info. UV tools have improved at lot
@asadd2
@asadd2 6 жыл бұрын
btw the free plugin "Maya Bonus Tools" has a pretty sweet UV unwrapper aswell
@Substance3D
@Substance3D 6 жыл бұрын
Thanks will check this out
@mustafasalah506
@mustafasalah506 4 жыл бұрын
searching for a tutorial about UVs and didn't find a one like that ❤
@Substance3D
@Substance3D 4 жыл бұрын
Glad to hear it was helpful!
@pawnswizard1
@pawnswizard1 8 жыл бұрын
I'm curious to know, just how important is texel density in games? I only ask because, looking around inside modern games, they are pretty loose with it. I even came across one scene (in Dead Space 3) where a small canister I picked up had the exact same texture as a very huge tank in front me.
@Substance3D
@Substance3D 8 жыл бұрын
I think it really depends on the projects and the level of optimization needed. For open world games where there are tons of assets, managing texel density is more important.
@daedrick
@daedrick 8 жыл бұрын
Shouldnt the bigger parts be straight as their polygones are straight, wont it skew the the whole paint? If not, how would you go to straightent them without breaking the squares shapes?
@Substance3D
@Substance3D 8 жыл бұрын
+IronTarkus Yes, it would be better to straighten the UV's. This way, you get less aliasing. The process would be more manual. Headus UV has better tools for doing this in a more automated fashion. I would need to go in an manually straighten the edges in Maya.
@mynmyself
@mynmyself 5 жыл бұрын
Great explanation. I am planning on using Substance for the project im UVing right now, its going to be the first time I ever use SPainter, really looking forward into adding it into my workflow. I am wondering how I would tile my UVs. Is it better to set a UV space per material? Or just have all my UVs in the same u0v0 space regardless of them having different characteristics? thanks!
@Substance3D
@Substance3D 5 жыл бұрын
You can work either way. If you want to tile the UVs, you can scale them outside of the 0-1 space and it will cause the texture to repeat. You can also tile the texture in Painter by adjusting the Size on the Fill Layer.
@kose9199
@kose9199 8 жыл бұрын
i really appreciate the tuts on 3d texturing and uv unwrapping.I am still new to texturing and was wondering can the substance painter be used on 3d animations?
@Substance3D
@Substance3D 8 жыл бұрын
Thanks : ) Very glad to hear the tutorials are helpful. I will make a new set of tutorials soon which also cover modeling and UVs. Painter can't be used for 3D animation. It's only for creating textures.
@ismyalak1419
@ismyalak1419 4 жыл бұрын
KZbin has the playback speed option, to reduce a little bit of a pain.
@Esper3000
@Esper3000 7 жыл бұрын
Hi Wes, first of all, thank you for this great playlist of tutorials! I've watched all of them but I still can't figure out something. How do I find out the resolution of the UV Painter is using for reference? I used Maya 2016 to create the mesh and I separated the materials so I could get a decent textel density across everything, but when I use the stitches brush on Painter they look awfully pixelated. I exported the file as .fbx I'm not sure the UV resolution is the cause of this, but I'm not very experienced with Painter (first project) so I'm a little lost. Thanks
@Substance3D
@Substance3D 7 жыл бұрын
Thanks! So glad you liked the videos. The resolution is set on the texture set settings. You can choose a resolution up to 4K for painting. If the UVS are very small in the 0-1 space then only a small amount of the pixels are applied and this can result in the pixelated issue. You can either enlarge the UV shell in the 0-1 space or increase the resolution.
@himakerr
@himakerr 8 жыл бұрын
Hey Algo! Firstly thanks for this great tuto series. I wonder something in this video. Yea little checker squares is important for better texture preview. So what was the "Repeat UV" values of checker for that crate model? 10 or higher? I' ve a car model and I seperate the parts as "big parts" and "small..." Those each parts have 0 to 1 space. But car has too big body for 0 to 1 space I think. Just wonder your repeat value because its important a bit for checker prepare right?
@Substance3D
@Substance3D 8 жыл бұрын
Thanks! Glad you liked the video. In this case, I was more concerned with the checker pattern in regards to making sure that each UV shell would provide the same texel density. I don't remember the UV repeat value I used. I made it repeat so that I got enough squares to tell if the texel density would match between shells. So if I used say a value of 10, then the squares should be the same size for all UV shells the checker material is applied. If the squares look bigger, I don't adjust the UV repeat. Instead, I scale the actual UVs. This way I ensure that each shell is getting the same density. A quick way to handle this is to use maya' Layout UVs feature. Set the Shell Pre-scaling to Preserve 3D Ratios.
@amuchaudhary2152
@amuchaudhary2152 7 жыл бұрын
please do, it wud be a great help and if possible take the same model and jus show how you created these uvs with this much texel density :)
@Substance3D
@Substance3D 6 жыл бұрын
Thanks for the feedback!
@lln6123
@lln6123 Жыл бұрын
Nice vid
@ITALIAJ23
@ITALIAJ23 7 жыл бұрын
Hey great tutorial but for baking, should you harden edges along uv seams? Or just 90 degree angles? Or soften entire model?
@Substance3D
@Substance3D 7 жыл бұрын
It depends. In this case I think I just used a single smoothing group and this works because I am using a synced tangent basis. This means the same tangent is used to bake the normals as well as render them. Painter uses MikkT same as Unity and Unreal. This video shows more about working with hard edges. kzbin.info?o=U&video_id=gR3r7Xmhmlk
@Fazendojogo
@Fazendojogo 7 жыл бұрын
Hello. For game models using overlapping shells to save some texture space, is there an option in maya uv layout to use that keep the overlapping shells?
@Substance3D
@Substance3D 7 жыл бұрын
Yes, I think so. In 2017 there was a lot of nice features added with stacking UV shells. I think this video might show it. kzbin.info/www/bejne/jHrYg6yDl85_bsU. I haven't tried it myself just yet.
@pamevr
@pamevr 7 жыл бұрын
woooaaaaw!!!!! :)
@cwidd1929
@cwidd1929 8 жыл бұрын
How did you get such a clean UV unwrap on this mesh?
@Substance3D
@Substance3D 8 жыл бұрын
I used Maya 2016 unfold which used the Unfold 3D algorithm. It works very well. Often, I will unfold all the sides, get an nice unwrap and then stitch them together.
@person8203
@person8203 9 жыл бұрын
I hate UV unwrapping so much
@debilnypesdedinskysvaty1188
@debilnypesdedinskysvaty1188 7 жыл бұрын
use UV layout. Since I am using it, I love to unwrapp.
@MegaDobrich
@MegaDobrich 7 жыл бұрын
thats so bloody true. With headus, I unwrap a model in 5 minutes. Without it, like 4 hours
@dakabr1
@dakabr1 7 жыл бұрын
Too bad UV Layout is not a free application... 100 for student license, 200 for Hobbyst and 300 for Professional... Is there any other app like this but free?
@abiddine
@abiddine 6 жыл бұрын
Maya bonus tools has awesome uv unwrapping tool.
@ByteFactory3d
@ByteFactory3d 6 жыл бұрын
same for me, ever since I bought Headus UV Layout, UV unwrapping has become a fun activity where I can't wait in my workflow after constructing an item to reach the UV mapping part :-)
@STDrepository
@STDrepository 5 жыл бұрын
The part where he is resizing them to have the same texel density. In 3DS max, and i assume maya too you can choose an option called "Pack Normalize" which will automatically resize all the UVs to have an equal density.
@Substance3D
@Substance3D 5 жыл бұрын
Yes you can use the Layout UV tool to do this automatically.
@-GyBer-
@-GyBer- 4 жыл бұрын
when i paint one side any object, lets say box, paint goes on every side. how do i fix this
@josephvanwyk2088
@josephvanwyk2088 3 жыл бұрын
Thank God for whomever created BLENDER
@Substance3D
@Substance3D 3 жыл бұрын
Yes! Blender is pretty awesome
@jfcomposition
@jfcomposition 4 жыл бұрын
Is there any way in this world to only produce a high poly and a low poly without subdivisions; without uv, without other maps, without projection SO ONLY THE MODELS and bake the high poly information onto the low poly?
@thedamon5801
@thedamon5801 7 жыл бұрын
I wonder what kind of technique you used to retopology the high res mesh?
@Substance3D
@Substance3D 7 жыл бұрын
I didn't use anything special. I started with the SubD mesh, set it to polygon and then added some control edges.
@neo7108
@neo7108 6 жыл бұрын
Could you add UV unwrapping ability in Substance Painter ?
@Substance3D
@Substance3D 6 жыл бұрын
That is something we would like to do :)
@foist101
@foist101 7 жыл бұрын
Quick question for basically anyone, was this unwrap designed for baking? If so how do you deal with the dart cuts in the UV shells? I always get bad bakes along those types of edges, unless I just have to harden the edges of every shell regardless of whether or not it is an area you generally want a hardened edge?
@Substance3D
@Substance3D 7 жыл бұрын
I'm sorry, can you explain the dart cuts in the shells? What issue do you have along those types of edges? You should be fine with the edges if you are using a synced tangent basis. If I use hard edges to control smoothing, then I must add a UV split with padding to match the smoothing split.
@gabrieldomingues6322
@gabrieldomingues6322 5 жыл бұрын
nice video, im having a problem tho, i have an entire house on my uvw map tile on 3ds max, if i get it to substance painter the substances gets pixelated cause the texel density is really low, if i scale it up i get higher density but then my baked maps goes tileable, what am i doing wrong? :/
@Substance3D
@Substance3D 5 жыл бұрын
It sounds like the UVs are being pushed outside the 0-1 UV space when you scale up the shells. Make sure the Shells are retained within the 0-1 space.
@amuchaudhary2152
@amuchaudhary2152 7 жыл бұрын
hi , can u please make a tutorial how u created these uvs for maximum texture pixel.. m trying to make the uvs but they aren't showing this much pixels please
@Substance3D
@Substance3D 7 жыл бұрын
Yes, I can create a material more focused on UVs and texel density.
@darkautumnstories5834
@darkautumnstories5834 5 жыл бұрын
I appreciate you doing this and I DO understand all of it because I've been doing this for years.. However.. How would one go about texturing, for example, a building in Substance Painter? Walls are quite large. Sure you could use projection mapping, in your software of choice, but obviously said software doesn't have the same features.
@Substance3D
@Substance3D 4 жыл бұрын
You can use projection mapping on Fill layers. The options are UV, Triplanar, spherical and planar.
@jfcomposition
@jfcomposition 4 жыл бұрын
17 min about uv youve killed it. Can you do the same with high to low poly models couse nobody explain it in such detail like you.
@Substance3D
@Substance3D 4 жыл бұрын
Thanks! Glad to hear the video was helpful. I will look into the high low poly model. Do you mean preparing for baking?
@jfcomposition
@jfcomposition 4 жыл бұрын
@@Substance3D i mean could you explain the most easy way. Substance cant import an obj without uv map. Also the uv map for the high poly model is needed for baking. If they are not similar you get all those holes in the baked map and you cant really paint them over ;) Maybe there is an easy and fast way to produce a similar uv map for both models but i dont know it till know. If i watch like flipped normals they do a looooooong complicated way from zremesh, subdivide the copied version near to the original, project all details from high to low, now its the only way to copy and paste the uv from low to high. Or is there a shorter way?
@scipioklausen3128
@scipioklausen3128 7 жыл бұрын
How can I UV map hard surface models? My maya coach said I should not use the unfold tool for hard surface geometry because some edges will be curved which shouldn't be curved. He said that the unfold tool is only for organic geometry. When I try the unfold tool on hard surface geometry I get some crazy results which are totally crap. So how do I uv map complex hard surface models in maya?
@scipioklausen3128
@scipioklausen3128 7 жыл бұрын
I know this question is only indirect about texturing but I'm searching for how to do this since weeks and my maya coach doesn't reply my messages :(
@Substance3D
@Substance3D 7 жыл бұрын
Yes that is correct that unfold can be used for organic. You will get curved surfaces. The key is in how you cut the UV edges. Often I will cut the UV edges so that I get only a portion of the flat area then unfold just to relax the UVs. My workflow is to do a selection for areas that I can project from camera without distortion. Then I repeat this process of cutting up the mesh at flat planes. I will then use move and sew to place shells back together. I will use unfold just to relax. There are many cases where you can use unfold and it won't create curved areas but the key is to have the UV cuts in place so that it retains the shape.
@Substance3D
@Substance3D 7 жыл бұрын
No problem : ) Very happy to help.
@scipioklausen3128
@scipioklausen3128 7 жыл бұрын
Thank you so much. Sometimes it still doesn't work because I use a tool that crashes maya or something like this. I also sometimes get the correct UV Shell but it's a little bit rotated. But I still have a question: Why do we still need 2 dimensional UV Maps? We build our model in 3D space and we paint on it in 3D so why do we still need a 2D UV map instead of saving the texture information also in a 3D UV Map which has the same shape as the model itself?
@AndrewHall917
@AndrewHall917 7 жыл бұрын
Scipio, you want it to work like magic. Try understanding the mathematics instead. You are basically saying "well I can imagine painting directly on a 3D model like it is in real life, so why can't I do that when I model in 3D graphics?" The short answer is - because you can't. Mathematically based 3D rendering is fundamentally different in every way from real-world photonic light and vision. In real life, reality automatically processes millions of photon emissions from your sculpture that collide with your eyes. No computer has that processing power yet. Instead what we have for computers are mathematical idealizations that are easier to do the math on. Part of that is having 3D models that are painted with 2D materials. But 2D materials are FLAT. So there is no such thing as a "3D UV map". UV mapping *fundamentally* refers to the process of mapping 2D mathematical space onto 3D mathematical space. U is a coordinate in 2D texture space that is like X in world space, V is like Y. If you don't have a third dimension you don't have a Z - there's no such thing as "UVW" space for standard materials. Instead each XYZ corner of a triangle in world space corresponds to a UV coordinate in texture space - so that when the computer interpolates each texture onto its triangle, it knows "where" in the texture it is interpolating from. In another decade, there will probably be tools for 3D graphics that simulate the process of hand painting the way you want. But we're not there yet. It's a very hard process - and those tools when developed are still going to be translating your "hand painting" into UV mapping, because UV mapping is closer to how computers really think. They'll just be doing it automatically for you. For now, try to learn and understand how things are instead of just asking why they are not the way you want them to be. :)
@pyrotechnick420
@pyrotechnick420 6 жыл бұрын
So is that UV warping you got going on the mesh is acceptable?
@Substance3D
@Substance3D 6 жыл бұрын
Yes, these UVs work for the project.
@ryansylke6
@ryansylke6 8 жыл бұрын
I noticed you split up the UV maps between the bottom and top of the crate. Is there a rule of thumb when deciding to create multiple maps for models ?
@Substance3D
@Substance3D 8 жыл бұрын
It really comes down to texel density. In this case, I was just trying to maximize texel density so I had to split the UVs. However, if this were an actual game asset, I would not do this as it requires 2 materials which is not optimized. If this was targeted for a game, I would have kept the UVs in a single material.
@ryansylke6
@ryansylke6 8 жыл бұрын
+Allegorithmic ah I see. thank you for the quick reply. I've been really enjoying your videos.
@ryansylke6
@ryansylke6 8 жыл бұрын
I heard you can Bake at 4k and downscale to 2k in the game engine. Would that be an option for retaining better detail and help with optimization?
@Substance3D
@Substance3D 8 жыл бұрын
Thanks! So glad to hear the videos are helpful : )
@Substance3D
@Substance3D 8 жыл бұрын
Yes, you could bake a 4K and then down sample the texture on export. It could help with quality in some maps such as normal map.
@dorianapompili6310
@dorianapompili6310 5 жыл бұрын
So is it wrong to assign more resolution to parts of the model that we know will be more detailed? For example, if I'm modeling a body and I know that the head will have more details than the rest of the body, is it wrong to assing it more density?
@Substance3D
@Substance3D 4 жыл бұрын
No not wrong at all. Very good way to work. Maximize your UVs for the areas that are most important.
@senjiryakketsu
@senjiryakketsu 4 жыл бұрын
what if we have like 500 uv shells ?
@amandinecomes1859
@amandinecomes1859 8 жыл бұрын
I have some troubles with Uv in substance Painter. I have multiple Udim, Substance can see that but if I paint on it, all Udim are painted at the same time in the same area. It's impossible to do masks, How can I change that ?
@Substance3D
@Substance3D 8 жыл бұрын
+Amandine Comes I'm sorry, but Painter doesn't support UDIM as this time. We are adding support for UDIM, but for now, you can only use 1 UV set and tile. So when you paint, its essentially just repeating to all tiles.
@amandinecomes1859
@amandinecomes1859 8 жыл бұрын
well, thanks for your answer. That's too bad, Udim is very usefull. thanks a lot
@Aundros
@Aundros 8 жыл бұрын
What if you eather run out of space in your 0-1 space or need to scale the uv's differently? Does it matter if you place uv-maps outside the 0-1 space?
@Substance3D
@Substance3D 8 жыл бұрын
+KS24444 Currently if the UVs are out of the 0-1 space than the stroke will be mirrored. We will add UDIM support in the 2.x cycle. However, for now if you need more room for texel density, then you need to add a new material.
@jintarokensei3308
@jintarokensei3308 8 жыл бұрын
+Allegorithmic glad you didn't go for PTex :D
@Aundros
@Aundros 8 жыл бұрын
+Allegorithmic Thank you. That answered a lot of my questions that I had about this.
@Substance3D
@Substance3D 8 жыл бұрын
+Jintaro Kensei Yes, its not really useful for games : )
@Substance3D
@Substance3D 8 жыл бұрын
+KS24444 No problem : ) Happy to help
@SairentoHiruGuy
@SairentoHiruGuy 8 жыл бұрын
dude! i doing the same as your tutorial, but texture in substance painter and textures шт 3ds max ARE SO DIFFERENCE! in 3ds max i see extra low res textures! what i do wrong? second question: how make UV mapping correctly, if model have many UV parts?
@Substance3D
@Substance3D 8 жыл бұрын
+denialsan85 Can you post in the support thread and I can help : ) forum.allegorithmic.com/index.php?topic=6297.0
@SairentoHiruGuy
@SairentoHiruGuy 8 жыл бұрын
Allegorithmic done! PLS create video lesson about texturing large object! I can send my model if you want.
@reetu977
@reetu977 2 жыл бұрын
ive got a question, if someone could answer pls. if you scaled up the uv shell but still not enough, it still coming out pixelated. what else can you do?
@Substance3D
@Substance3D 2 жыл бұрын
Use higher resolution textures. If you're getting pixelation at 2K or 4K still, you really need to change the UV's more though.
@reetu977
@reetu977 2 жыл бұрын
@@Substance3D thank you! :)
@A-n-t-o-n-y
@A-n-t-o-n-y 7 жыл бұрын
Isn't there a rule - split areas with different smoothing (~90 degrees angles)? I'm asking because I see you have here big sewed pieces instead
@Substance3D
@Substance3D 7 жыл бұрын
Yes that is correct. If you have hard edges then you need to have a UV split with padding. In this case, I am using a single smoothing group for the mesh. This allowed me to stitch UV shells. I used the single smoothing group because I knew that I would be using a synced workflow where the normal baker and renderer are using the same tangent basis.
@A-n-t-o-n-y
@A-n-t-o-n-y 7 жыл бұрын
So, in case you use synced workflow, you can absolutely ignore that rule? Are there drawbacks in synced workflow? I've heard something about normal map compression problems.
@Substance3D
@Substance3D 7 жыл бұрын
You could have issues with compression as you will have some pretty extreme gradients in the normal map. A synced workflow is also best but just because it's synced doesn't mean you only need to use a single smoothing group. You can get away with that, but some models may need hard edges. In that case, you still need to split the UVs at the hard edges even with a synced workflow.
@A-n-t-o-n-y
@A-n-t-o-n-y 7 жыл бұрын
Thank you for explanation! These are really awesome videos you've made! I think Substance Painter definitely worth to learn it!
@Substance3D
@Substance3D 7 жыл бұрын
Thanks very much!
@Bosun221
@Bosun221 6 жыл бұрын
I created an object similar to this, and I cannot, at all, get my UV mapping to have the resolution you do here. No matter how I divide up the crate, my boxes are larger, and I cannot paint detail into it, in SP. The only way I have come close to this is modeling one half of each side of the crate as a separate object altogether, and UV it individually, and doing that for the entire build. I am assuming that isn't what you did. How, in goodness sakes, did you get the resolution you have?!
@Substance3D
@Substance3D 6 жыл бұрын
In the video I show the UV layout to get the texel density I used. I had to separate the create into 2 materials. Top and Bottom. Can you please post in this forum with some screen shots and I can help : ) forum.allegorithmic.com/index.php/board,37.0.html
@s1nontribes
@s1nontribes 7 жыл бұрын
"Wrap up this video on UV layout" xD
@Substance3D
@Substance3D 7 жыл бұрын
Haha : )
@basemonster2640
@basemonster2640 7 жыл бұрын
That joke had some serious... ...Substance
@overnightgrowth
@overnightgrowth 8 жыл бұрын
Dude your tutorials are so good! Can you just start making them for Maya too? Or Zbrush either one is fine. XD
@rocktheelement
@rocktheelement 4 жыл бұрын
My baked normal map looks bad with small UV's. That's the thing I don't get. I work in 3ds Max and before creating an object I set up my system units to centimetres and uncheck real world scaling. My object size is x: 5,851cm y: 33,189cm z: 15,056cm Somehow, I cannot get a good baking results without using multiple tiles. How can I fix this without wasting my time on UDIMs?
@Substance3D
@Substance3D 4 жыл бұрын
Do you have a lot of UV shells packed into the 0-1 space? Its sounds like you could have a low texel density.
@rocktheelement
@rocktheelement 4 жыл бұрын
I think it is a texel density issue. I'm working on a double-barrel flintlock pistol, so yes, there is a lot of UV shells packed into the 0-1 space. Looking at my checker map, everything appears to be in order. My baking result looks pretty bad though. When I cherry-pick an object with a couple of UV shells I get better results, but when I unwrap everything my normal map looks very distorted, especially the smaller objects. I tried to reduce the issue by scaling down unimportant UV shells that won't be visible, so I can get more space for the important ones, but improvement is quite minimal. I just wanted to know If I can fix this without the usage of UDIMs, and if not, what can I do to avoid these types of issues in my future projects?
@Supernova12034
@Supernova12034 6 жыл бұрын
So you cant do UV mapping in substance painter? Have to do it in maya?
@Substance3D
@Substance3D 6 жыл бұрын
We don't have a method for working with UVs in Painter at this time. You need to do the UVs in another program such as maya
@jozf8163
@jozf8163 5 жыл бұрын
Question - the main UV shells, wouldn't it work better if they didn't have a bend in the middle section?
@Substance3D
@Substance3D 5 жыл бұрын
I'm sorry I'm not sure what you mean by blend in the middle section. Can you elaborate on that?
@jozf8163
@jozf8163 5 жыл бұрын
@@Substance3D BEND not BLEND. There is a bend in the shell of the outer casing. Wouldn't the texturing work out better if the shell was completely straight??
@Substance3D
@Substance3D 5 жыл бұрын
Oh! sorry about that. Yes it would be better to straighten the UV shell.
@gatienbecker9320
@gatienbecker9320 7 жыл бұрын
Hey people plz, I can't see that checkerboard in my viewport, I don't want to render everytime, somebody got the solution plz? thanks
@Substance3D
@Substance3D 7 жыл бұрын
Are you talking about the checkerboard image in the Maya viewport? I just had an image applied and set the viewport to view textures. The recent versions of maya now have a nice checker view option from the UV editor.
@supernut9648
@supernut9648 7 жыл бұрын
Do we have to do it manually?? Or is there a short cut ??
@Substance3D
@Substance3D 7 жыл бұрын
For texel density, there are several scripts you can use. Maya 2017 update 3 now comes with a texel density tool which is really nice.
@supernut9648
@supernut9648 7 жыл бұрын
Thank you I'll try it! I didn't know we can do that in update 3. I guess I'll ask my teacher if they know QAQ.
@SairentoHiruGuy
@SairentoHiruGuy 8 жыл бұрын
how make maximum pixel density for all model?
@Substance3D
@Substance3D 8 жыл бұрын
+denialsan85 A manual approach is to assign a check pattern to each mesh part, then scale the UVs so that the checker squares are the same size for each mesh part. This is what I do.
@SairentoHiruGuy
@SairentoHiruGuy 8 жыл бұрын
Allegorithmic I'm doing as well as you . but the quality of the texture is very low. If you have time , I can tell you to throw your model and then you will be able to say for sure whether it is possible for her to make the texture of normal quality or not .... you can even record video lesson of texturing large objects , such as you idea?
@BROTHA_BLACK
@BROTHA_BLACK 8 жыл бұрын
+Allegorithmic wouldn't the layout function help get the most out of pixel density?
@guilledcf1547
@guilledcf1547 5 жыл бұрын
just finished the lantern and about to start this, but... seriously bro. there's 5 parts on how to prepare the mesh only. morale is low :C
@Substance3D
@Substance3D 5 жыл бұрын
We just had a lot of questions about covering the entire process. You can skip these videos if you already feel comfortable with UV layouts.
@OrbitalfilmsAU
@OrbitalfilmsAU 8 жыл бұрын
There's no way I could afford any Autodesk software as an Australian hobbyist game developer. Blender is clunky to use but I'll need to stick to that. Most rendering software costs a ridiculous amount of money over here so I'm very limited. Creating detailed normal maps is one thing that I have trouble with in my current set-up, any advice?
@OrbitalfilmsAU
@OrbitalfilmsAU 8 жыл бұрын
+UpgradeFour Nevermind, I may have found a solution.
@keseybadgett9358
@keseybadgett9358 8 жыл бұрын
Blender is actually very good and easy to use once you spend some time with it and you can render internally with cycles. Substance Live is an affordable option, offered at only $30~ a month.
@johnb5268
@johnb5268 7 жыл бұрын
get a maya LT subscription. It's cheapest on Steam, at around $30USD a month. WHile it has some limitations compared to full Maya, it'll have most of the tools you need for gamedev
@heatherella8390
@heatherella8390 6 жыл бұрын
i love you
@Substance3D
@Substance3D 6 жыл бұрын
Thank you! So glad you like the videos.
@BenJamin-mq8eb
@BenJamin-mq8eb 5 жыл бұрын
Substance Painter has no Auto-Unwrapping?
@Substance3D
@Substance3D 5 жыл бұрын
Not at this time : )
@Zeriel00
@Zeriel00 8 жыл бұрын
So Substance painter doesn't do UV maping? I do the UV maps and import them in? So This App is 100% for painting and Substance Designer creates the Materials? that's how the workflow goes? Sorry I'm a noob and trying to figure everything out. I'm currently learning Maya and Zbrush, I can do a little bit of everything right now but haven't figured out a workflow yet.
@Substance3D
@Substance3D 8 жыл бұрын
+Nepu-Tech USA Substance Painter doesn't create UVs. You need to create the UVs in a 3D application. Painter allows you to paint in 3D and you can create materials in Painter. Painter can be used completely by itself. Designer is not needed. However, you can use Designer to create substance materials and filters that can be used in Painter. The workflow would be to create your model in zbrush or Maya. You would create a high res and low res model and add UVs to the low res mesh. In Painter, you import the low res mesh and can bake maps such as normal and ambient occlusion. You then can apply materials and paint on the mesh you use to create the Painter project. Finally, you will export the textures for use in your 3D app or game engine. With Painter you can bake, paint and export textures.
@Zeriel00
@Zeriel00 8 жыл бұрын
Allegorithmic Ah ok thanks so much, so Painter is all I need to get all my textures and maps? It was confusing because in the official page Designer mentions it can make every map so I assumed painter was just there for painting. So If I'm not much of a technical person Substance painter is enough to get me to a finished textured model (Normal, AO, Diffusion etc.) and the only thing I would miss from Designer is the node based workflow? Also, How capable is Painter alone for making materials compared to Designer? Thanks
@Substance3D
@Substance3D 8 жыл бұрын
+Nepu-Tech USA Both Designer and Painter serve different purposes. Designer is used for creating tiling modular materials. Its mainly used by tech artist to create utilities and material libraries. Painter is artist friendly and easy to use as its layer based. With Painter you can create base material in the layer stack and save them for use in any Painter project. Painter is suited for assets that have specific UVs like characters, weapons and props.
@joyg2526
@joyg2526 7 жыл бұрын
This is so frustrating! Substance Painter won't even open my model! It has UVs , I've exported as a low poly fbx but nothing work and I can't fine any info on how to get my model from ZBrush into Substance Painter!
@Substance3D
@Substance3D 7 жыл бұрын
Can you post in our forums? We can provide better support there. Zbrush models should work fine with Painter. forum.allegorithmic.com/index.php/board,37.0.html
@joyg2526
@joyg2526 7 жыл бұрын
Will do
@jodyclemons4235
@jodyclemons4235 8 жыл бұрын
ya he rocks but what about people that use 3D max ...like myself.... I am trying to understand things and I am having a hard time with it....Please help
@Substance3D
@Substance3D 8 жыл бұрын
The 3ds Max setup should be the same. This shows Maya as an example, but these techniques can be used in any 3D program.
@benjaminw.7224
@benjaminw.7224 6 жыл бұрын
Substance Painter really needs a default option to set the texel density for e.g. generators. At the moment all objects with the same generators or smart materials need to use the same texel density for their UV maps which is really terrible.
@Substance3D
@Substance3D 6 жыл бұрын
Thanks much for the feedback. This is indeed a good idea. Currently you have to set the adjust the UV scale manually on all fill layers.
@petyavodolaz
@petyavodolaz 6 жыл бұрын
utilize
@Substance3D
@Substance3D 6 жыл бұрын
I'm trying to stop saying that : ) I've gotten better in future videos.
@mgphyothant
@mgphyothant 7 жыл бұрын
I think roadkill will does those job automatically.
@Substance3D
@Substance3D 7 жыл бұрын
Yes, roadkill is very nice and will handle this for you. Great tool for UVs.
@petermgruhn
@petermgruhn 4 жыл бұрын
"Using." The word is "using."
@IgrwOw
@IgrwOw 4 жыл бұрын
Hey, lets say i have a model loaded up in substance and i just want to update a uvw file without having to import the whole model again, redo texturing and etc. In 3DS MAX uvw editor im able to create a .UVW file. how do I open this UVW file in substance painter, so i can just update the UVW cordinates without having to import the whole thing again?
@Substance3D
@Substance3D 4 жыл бұрын
In Painter you can go to the Edit>Projection Configuration and choose the updated mesh file that contains the UV map changes.
@arbitool
@arbitool 8 жыл бұрын
Although this was a very good video, it didn't answer my question. Take a look at this screenshot please: i0.wp.com/arbistudio.files.wordpress.com/2015/12/untitleddd-1.jpg I want to be able to scale up my UVs as large as I want to, because I need to apply more pixels to them, So i can have much more resolution for my textures in Substance Painter, but before I reach to a good resolution, I hit the UV scale limitation and can't make it larger. What should I do in Maya or substance painter?
@johnb5268
@johnb5268 7 жыл бұрын
Dunno if you're still struggling with this but the 'layout' scaling will only go as large as 0-1 UV space. The long, skinny row of UVs on the left are the issue, if you break them into smaller pieces (say, into 1/3rds) then Maya will be able to pack your UVs to use more of the space. Maya also doesn't make use of surrounded UV spaces (like the empty space inside the circle of your gear) so you'll probably need to start with the Maya autolayout, but then manually move a bunch of the UV shells to make use of that space.
@arbitool
@arbitool 7 жыл бұрын
Thank you john.
@aber6441
@aber6441 Жыл бұрын
tbh thats bad unwrapping technique here, you can clearly see the UV are not one straight line, we may consider this type of unwrap for a complicated organic circular shape. but for hard surface getting a straight line is super easy which is not something you covered on the video
@reerjgiorge
@reerjgiorge 6 жыл бұрын
This is completely useless when we have huge objects with hundreds of uvs and several uvmaps. S Painter still after so many years cant handle more than one uv map.... lol. Dissapointing.
@Substance3D
@Substance3D 6 жыл бұрын
You can import UDIM tiles as Texture Sets and we are adding the ability to paint across UDIM tiles as well.
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