Really nice! I'm currently stuck trying to paint a fighter jet but this video gave me some ideas to get started
@luciomagno61955 жыл бұрын
Nao esperava ver vc aqui... sou seu fã brother
@dszarts7 жыл бұрын
Awesome job
@etc99497 жыл бұрын
what used texture? steel? iron?
@kpkanimaciones98318 жыл бұрын
Are you sculpting normals?
@aldisonym51718 жыл бұрын
yes
@erikbergstrom93928 жыл бұрын
How do you separate individual parts?
@aldisonym51718 жыл бұрын
Each part have different material id, but you can also make mask's for each part.
@hanumaanek8 жыл бұрын
and how do you hide individual parts? i find that i can hide it with opacity.. but i cannot draw on mesh under another mesh
@aldisonym51718 жыл бұрын
In 3ds max i make for each part different material id , so in substance painter i can draw in individual part , but with this way i cant export 1 texture only, but as many texture as material id, so i go and crop the unwrap parts in photoshop (base color, normal, metalic roughness) this way is not the one i will recommend. You can make mask's for each part of your model that you want to have different material, but all the model should have one material id exported from 3dsmax.
@nom9288 жыл бұрын
You can hide parts by toggling their respective TextureSet. To import TextureSets, assign a different material ID to each part of the mesh you want to separate in 3ds Max/Maya/etc. You can do the same in ZBrush by polygrouping each part a different color. You must do this for both the high and low poly models. Naming conventions must be followed for this to work. High poly parts must end with a _high suffix and low poly parts, a _low suffix. Also, the high and low poly part names must match and they're case-sensitive. E.g., RightLeg_high in the high poly corresponds to RightLeg_low in the low poly. When you import the meshes into Substance Painter, you can toggle the visibility of the low poly parts in the TextureSet list. One disadvantage of this workflow is that you can't work on multiple TextureSets, or the entire model, at once. You're forced to work on each TextureSet individually. Of course, the advantage is that you get to hide overlapping meshes and get into crevices and such in 3D view. Also, you get the benefit of baking a Color ID map to quickly assign materials to separate parts.