Using Normal Maps and Anchor Points in Substance Painter

  Рет қаралды 147,289

FlippedNormals

FlippedNormals

5 жыл бұрын

In this Substance Painter texture painting tutorial, we are going to have a look at how to use Anchor Points along with Normal maps to really speed up your texture work.
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Пікірлер: 187
@chriscasebolt4419
@chriscasebolt4419 3 жыл бұрын
I have seen this multiple times now because as you said, it is very complicated. But this is the video that I always refer to for Anchor Points. You guys are awesome! Thank you for all the you do for the art community.
@NsanePixel
@NsanePixel 5 жыл бұрын
Finally. Thanks so much. No one I knew could tell me how to implement this.
@helios4753
@helios4753 5 жыл бұрын
great video as always. Clear to the point and incredibly helpful.
@jamesbrady1930
@jamesbrady1930 4 жыл бұрын
I love your videos. I been a while since I have used painter extensively. always nice to have a resource to refresh my skills when I forget something. I subbed to you gents. Always good informative videos.
@vfxsteve
@vfxsteve 4 жыл бұрын
Just started using Substance two weeks ago and I love it (and your course to get me up and running was fantastic). I’ll admit though, the Anchor points feature was the only thing that seemed so over complicated for what it actually does. All the software needs is two tick boxes in the smart mask options for ‘Use normals’ and ‘Use height’. That’s it!
@yingbowang3068
@yingbowang3068 3 жыл бұрын
didn;t know anchor point before, such a powerful tool,Thank u very much
@GuillermoZS
@GuillermoZS 3 жыл бұрын
Exactly what I was looking for. Thanks a lot!
@dudex104
@dudex104 4 жыл бұрын
Thanks guys, useful mini tutorial as usual
@bradenrobins299
@bradenrobins299 5 жыл бұрын
I'd like to see you guys cover your workflow on creating smart materials.
@flint3Dx
@flint3Dx 5 жыл бұрын
Great tut boiz! I'd love a video on making detailed smart materials. Maybe targeted at artists who are given prompts by their director or are making smart material sets and need to collect/work from lots of reference. What and where to click is covered pretty heavily in other videos, but I'd love to hear tricks/concepts/processes from you guys about how to make a smart material stand out as realistic, stylised or similar to interesting reference images. Thanks as always!
@Gorongirl
@Gorongirl 3 жыл бұрын
Thank you! Was wondering about this.
@andrewbyrnes6389
@andrewbyrnes6389 3 жыл бұрын
I have a lace shirt, and i want to use the normals of the texture to make the lace outlines gold and leave the rest silver. To my surprise, i clicked on one of my many (many) open tabs and found this video. My favorite 3d artists once again solving my problem I have been stuck on for hours.
@Chauxz
@Chauxz 4 жыл бұрын
I knew about this system but I never understood it. So I totally forgot about it, thanks for the short but VERY helpful tutorial guys! ^_^
@T1mothyTee
@T1mothyTee 5 жыл бұрын
I'd love to see the general workflow of texturing a large asset like the facade of a building with very high detail. I especially get confused about importing either a UV map for the whole building, or separate UV maps for different sections / materials etc !! This would be soooo great
@ferdinandkasangati5089
@ferdinandkasangati5089 2 жыл бұрын
for models like that, most people use Modular modeling
@temptor7585
@temptor7585 2 жыл бұрын
i guess it depends. are you making the building for render/TV/Movie? or a video game? Video games use modular assets, and the smaller amount of materials/UV maps the better, but there is a slight trade off for doing that. Your texel density becomes smaller, and detail begins to be lost especially when displayed > 2K resolution. if your doing it for a render, i suppose you could use many different materials, getting that crisp texel density , which allows you to see micro details on materials very well.
@MartinKlekner
@MartinKlekner 5 жыл бұрын
Awesome! Thats exactly what I always wondered if its even possible... I always baked my painted normals and then started texturing with smart materials. This is much more flexible!
@FlippedNormals
@FlippedNormals 5 жыл бұрын
Great! Anchor points are so powerful.
@MathiasJ89
@MathiasJ89 5 жыл бұрын
Great stuff. I'd love to hear more about when and why you use Substance Painter for projects. Pros and cons :)
@martindiavolo1635
@martindiavolo1635 5 жыл бұрын
Thx guys, have been using SP for quite a bit, ( Photoshop before) and substance painter is a game changer ( not even mentioning designer). Well done guys for adding, this software to the list.
@FlippedNormals
@FlippedNormals 5 жыл бұрын
Its such a good tool - we'll definitely be coming with a lot more Painter content.
@DominikV235
@DominikV235 5 жыл бұрын
Another great one! Thanks!:)
@solarwindex
@solarwindex 4 жыл бұрын
Thanks, you saved my life!
@ferozhossain3401
@ferozhossain3401 5 жыл бұрын
Love this channel. You guys are awesome.
@FlippedNormals
@FlippedNormals 5 жыл бұрын
Thanks a lot!
@ferozhossain3401
@ferozhossain3401 5 жыл бұрын
@@FlippedNormals No, Thanks to you Senpai!
@ianmiller5133
@ianmiller5133 4 жыл бұрын
So much easier than the way I learned to do that. I used to bake out a new normal with the height information and make an entire new set of procedural maps based on that to make the edge wear.
@aaronparrott4850
@aaronparrott4850 2 жыл бұрын
thank you. was following another tutorial that skipped this step and his generators were magically using the normal information.
@chrisa5301
@chrisa5301 5 жыл бұрын
I would really like to see a tutorial on the "Projection Tool" and Exporting to Arnold for Maya (normal maps, AO, height, etc). Awesome vids btw guys.
@iirokivisto6518
@iirokivisto6518 5 жыл бұрын
It would be really intresting to hear about UDIMs in substance painter and how to use them properly and effectively. I really learn a lot from you!
@ZombieStevo
@ZombieStevo 5 жыл бұрын
i would love to see you guys do some creature/character texturing. there are tons of substance tutorials on how to texture rocks and metals but hardly any on scales,skin, feathers and hair. prefarably for real time content. greetings from germany!
@EthanFilms
@EthanFilms 3 жыл бұрын
Omg thank you guys!!
@SamR-F
@SamR-F 5 жыл бұрын
Super helpful, thank you guys!
@FlippedNormals
@FlippedNormals 5 жыл бұрын
Thanks Sam!
@hippoatwork7261
@hippoatwork7261 3 жыл бұрын
Thank you for providing it .
@ace5
@ace5 5 жыл бұрын
this is great!!! thanks! looking forward to more substance stuff!
@FlippedNormals
@FlippedNormals 5 жыл бұрын
Thank you! We are hard at work on more Painter tutorials
@skasseCG
@skasseCG 2 жыл бұрын
Heighth is not a word, great video none-the-less
@danieldeoxys
@danieldeoxys 5 жыл бұрын
Awesome! I always wanted to know if there was a way of doing this!
@3DRamenArt
@3DRamenArt 2 жыл бұрын
Epic..this saves me time to model every detail..XD
@schizoscope8703
@schizoscope8703 2 жыл бұрын
Very much thanks!
@user-bb6sm7iy6t
@user-bb6sm7iy6t 2 жыл бұрын
thank you guys!
@FlippedNormals
@FlippedNormals 2 жыл бұрын
Our pleasure!
@OmarHesham
@OmarHesham 5 жыл бұрын
Brilliant!
@Nitram-xw9ei
@Nitram-xw9ei 3 жыл бұрын
One thing I noticed is that this only works on a "per folder" basis. In my scene, for example, I have a base metal with some bumps, edge wear, a bit of dirt, etc. That's one folder. Above that there are other folders with different materials for other parts of the model. When I try to add another, overall, dirt on top of that, it doesn't work. I found that I have to then duplicate the "Bolts" layer and paste it into the top dirt folder. As you said, good to give it a new name just for clarity, but I do it at the very end so it's a simple copy and paste. Maybe there's something I overlooked, but this is how I got around it.
@neoqueto
@neoqueto 4 жыл бұрын
I just started with Substance Painter today and this popped up in my recommendations. Not only have I just started. I was actually wondering how to achieve exactly what you've shown in the video. Sometimes I love our AI overlords. They know what I want better than I do.
@TruckerChaser
@TruckerChaser 4 жыл бұрын
Thank you very much its help me
@HM-dk2do
@HM-dk2do 2 жыл бұрын
very helpful!
@sisha009
@sisha009 5 жыл бұрын
nice tutorial thank you
@letteralex
@letteralex 4 жыл бұрын
Oh wow didn't know there was another way of doing this. Currently I've been painting normal/height info, exported out only normal map and then used that one to bake a new set of curvature, ao, etc maps so that the smart materials recognize the details.
@rayunited2010foryou
@rayunited2010foryou 3 жыл бұрын
That's exactly what I have been doing too. And it's really time consuming to re-bake the AO and thickness maps.
@MrDemon891
@MrDemon891 5 жыл бұрын
Great thank you! Honestly i also never really understand how to use anchor with normal maps! But i also was a bit lazy to search for the answer :D
@Rex-cm1wx
@Rex-cm1wx Жыл бұрын
Thank you!
@Swdgame
@Swdgame 5 жыл бұрын
this is the MOST important trick for Substance Painter, period
@FlippedNormals
@FlippedNormals 5 жыл бұрын
Thank you!
@AhmedNassef
@AhmedNassef 5 жыл бұрын
Damn, I always wanted to do that!!!!!
@nokedlipudinggal8276
@nokedlipudinggal8276 5 жыл бұрын
Would love to see character skin texturing as we have from xyz quite a few texture sets coming in painter or would Mari still be the go to software for that?
@png940
@png940 Жыл бұрын
great informations thamks alot
@jayantbhatt007
@jayantbhatt007 4 жыл бұрын
Hi In that layer 1 ( In which he painted normal map) add filter > MatFx Detail Edge Wear this will also work with normal as well as Height. Thank for this anchor Point. :)
@DeepakRajan
@DeepakRajan 5 жыл бұрын
Great Content Guys!.. Im wondering if you could make tutorial on sculpting the mouth(inside) not the lips! Because i'm always having trouble with sculpting mouth(not mentioning about anatomy) in any creature i sculpt. I just couldn't fine the proper process of sculpting the mouth and retopo part(do i have to retopo with the mouth open and if so how do i get it back to normal production pose). If you guys could make a tutorial on that it will be great or even if you guys could point me to any other resources on the particular topic! Thanks
@JustinLupica
@JustinLupica 5 жыл бұрын
I’ve never used substance, but I wanna learn it so bad! Just downloaded it yesterday, so any videos on substance is appreciated!
@IGarrettI
@IGarrettI 5 жыл бұрын
Try the allegorithmic channel. They got a basics course
@FlippedNormals
@FlippedNormals 5 жыл бұрын
We'll have a full introduction to Painter out in the coming months! :)
@Papyruski
@Papyruski 5 жыл бұрын
Substance designer is great to, been learning that recently and wooowwww
@xdeathknight72x
@xdeathknight72x 5 жыл бұрын
This is GREAT I've searched before about getting generators to recognize painted details and everyone I've seen says to export the normal and then re import
@joelambert7128
@joelambert7128 5 жыл бұрын
xxdeathknight72xx if you have multiple layers of added ‘modelling’ I find re-importing the normal map easier, but then I’ve only used anchor points in the simple manor they showed here. Maybe I’m missing something
@Gorion103
@Gorion103 5 жыл бұрын
I'm using mostly 'reimport' workflow over ther anchor because. If i have eg 10 s-materials on surface that i've additionaly "height painted" that means that i have to look through each node in that material and plug there anchor, with reimport i have to just reimport normal map and AO (with added HBAO from painted details) and rebake curvature etc. It have pros and cons: + as above - you dont have to set up smart masks inputs - You can't paint height details as you go - if you spot mistake in painted height i have to disable all layers, correct height and reimport maps.
@vincentfurst1841
@vincentfurst1841 3 жыл бұрын
Thanks a lot.
@UNOsan
@UNOsan 5 жыл бұрын
Great video Just wanna ask is it possible to use anchor point on filters? I'm trying to use this technique on baked lighting stylized for some reason, it does not work.
@grey_box
@grey_box 5 жыл бұрын
About stylized texturing techniques in SP please!
@spacekitt.n
@spacekitt.n 4 ай бұрын
anchor points seem very powerful but very confusing. just did a few experiments with them and i think im starting to get the hang of it. even as someone with a strong photoshop skillset im still confused(layers def dont work exactly the same in substance as photoshop)... i think ill have to work with them a lot more to truly understand it. thanks for the vid
@esha9936
@esha9936 5 жыл бұрын
Nice tut, thanks! But I downloaded some mats from Substance Share and the generators they use don't offer the Micro Details options. How can I add them?
@user-mx8hu2cz1h
@user-mx8hu2cz1h 5 жыл бұрын
How about rigging or animation tutorials? By the way, thank you very much, you all are doing great job!
@fernandaz3227
@fernandaz3227 4 жыл бұрын
Hello, I have a question concerning anchor points. I noticed you only work in the shader 01_head. Is there a way to use anchor point linking textures or smart materials between shaders? I try masking a reference material, but didn't work so I wonder if you just can't or there is a different set up. It would be great help. thank you for the awesome tutorials!!!!!!!
@chlliza
@chlliza 3 жыл бұрын
Ty!
@shoun_samuel
@shoun_samuel 5 жыл бұрын
Very useful 😉
@laraivetic2764
@laraivetic2764 3 жыл бұрын
You are the true Gods, for sure. 🙏
@valfree1855
@valfree1855 3 жыл бұрын
Спасибо огромное. Очень полезная информация.
@Q_A_World
@Q_A_World 5 жыл бұрын
amazing
@waltage
@waltage 5 жыл бұрын
thank you
@abiyyupanggalih854
@abiyyupanggalih854 2 жыл бұрын
indeed useful
@JayTraversJT
@JayTraversJT 5 жыл бұрын
how would you do this in a smart material though? im trying t o do it under the steel dark aged and cant seem to get it to work
@79cjiaba
@79cjiaba 3 жыл бұрын
Круто, то что надо!
@TheAxeGrinder
@TheAxeGrinder 5 жыл бұрын
CANNOT UNHEAR "HEIGTH".
@FlippedNormals
@FlippedNormals 5 жыл бұрын
Haha! Sorry about that. It has been noted.
@maddysdaddystevem563
@maddysdaddystevem563 5 жыл бұрын
@@FlippedNormals It rhymes with "Bright".
@walleater
@walleater 4 жыл бұрын
its more of a heighthe :D
@walleater
@walleater 4 жыл бұрын
@@maddysdaddystevem563 Scythe
@nikelombambo
@nikelombambo 3 жыл бұрын
Dude hahaha
@Tree3D
@Tree3D 4 жыл бұрын
Are you able to get this effect with a baked normal map instead of stamping with the brush tool?
@trataraja
@trataraja 5 жыл бұрын
Amazing! Would love to see the optimal approach of texturing a scene with lots of assets. Should I do one asset at a time or is there a productive way to texture the whole scene at once. How to deal with UDIMS, what is the right amount of maps I should have? One per asset or per material?
@Aussie.Owlcoholic
@Aussie.Owlcoholic 5 жыл бұрын
I like to do it in batches. If you have a lot of objects that will be textured with similar materials (for example different sections of brick walls) I will model them all and then texture them. Some people prefer finishing all modelling then moving to texturing but I like to break things up just to keep things interesting and to start seeing results right away. What I'd do with all those brick wall sections is load one up in substance painter and start doing the normal texturing workflow but I'll rely solely on procedural texturing. Once I'm happy with each material I'll save them as smart materials and then do any manual tweaking. That way you can load up each subsequent brick wall model and simply slap on the smart material. It saves so much time and means you can rely on the fun part (manual tweaking/painting) for each model. I'll do that for each model type (brick, wood, metal or whatever) in batches of similar. materials. The other great thing is you'll have those smart materials saved and can reuse them if you ever find you need to add some more models or if you're working on a scene which needs similar materials, then you can tweak the values slightly and reuse them. As for UDIMS etc, I don't really have experience with that as I'm a game artist sorry
@djgyrad
@djgyrad 4 жыл бұрын
can the same be done for Logos too in the same sort of method? or is this just particularly for normals only?
@AlexSmith-qw5qg
@AlexSmith-qw5qg 5 жыл бұрын
i am bit confused. can you please tell do i need mari then? im also watching your mari tutorials and don’t know how to collaborate these two in the work process?
@rickkay9548
@rickkay9548 4 жыл бұрын
How’s about a node -based painter since layers are too nonlinear? Unify the designer/substance workflow so painter can have an option for nonlinear everywhere
@dafabulousdude8541
@dafabulousdude8541 4 жыл бұрын
Is there a way to use an entire normal map for this? Because the anchor point only takes information from the layer it is attached to and I can’t find a way to I sent my pre baked normal map into a layer.
@Dhieen
@Dhieen 2 жыл бұрын
does this works if you put the anchor point on a fill layer with a black mask (like with an alpha) ? I doesnt seem to be working for me
@Papyruski
@Papyruski 5 жыл бұрын
Can we get a proper video showing the great possibilities of linking Designer and painter together? :)
@ferdinandkasangati5089
@ferdinandkasangati5089 2 жыл бұрын
by using SBRAR files
@emeraldeelentertainment8988
@emeraldeelentertainment8988 3 жыл бұрын
Weird, I'm not seeing a micro detail option available forv my in my grunge edge wear.
@Artem-qq6lp
@Artem-qq6lp 2 жыл бұрын
Nice
@rahulll_dj
@rahulll_dj 4 жыл бұрын
my brush does not shows alpha into it , so its hard to actually to see how it is gonna paint . How do i fix it?
@nw5992
@nw5992 5 жыл бұрын
Strange, if I manually add the generator, it has Micro Details as an option, but if I use a smart material, then micro details aren't there... maybe that is for optimization but it is one more thing to add to the confusion.
@1981danielmn
@1981danielmn 5 жыл бұрын
I also have been using anchor points as a way to copy mask from one material to another
@FlippedNormals
@FlippedNormals 5 жыл бұрын
That's interesting! Thanks for the heads up.
@MrZRager
@MrZRager 4 жыл бұрын
this is great but how just to paint normal not by hand?
@Casper-jq7ix
@Casper-jq7ix 5 жыл бұрын
Does anyone have a quick and easy way to only apply the edge wear on added normal/height detail, not the entire mesh?
@FullCaber
@FullCaber 2 ай бұрын
how do i prevent the edge wear going over the normal brush spots D:
@robertogiordano9685
@robertogiordano9685 5 жыл бұрын
I'd like to know if there's a way to use anchor points with UDIMs. Some months ago I tried to use anchor points on a model with UDIMs, and it didn't work, the option was always grayed out. Is it a program limitation or there's a way to activate anchor points with UDIMs? I tried this feature on a model with a normal UV set and is awesome!
@Aussie.Owlcoholic
@Aussie.Owlcoholic 5 жыл бұрын
I don't use UDIMs myself but the other option would be to bake the normal/height maps and reload them in as then it'll use those details in the smart masks. I assume that would work with UDIM
@Felix-lg6cn
@Felix-lg6cn 4 жыл бұрын
hi, I was wondering if you can paint a complex AAA+ game studio quality model and make it into a serie of videos. I would love to understand the differences between a professional painter user and myself. I would like to see a person that paints something in painter while explaining the small tricks and tools on the way. Like a summary of all the Substance Painter Video that you have made, and each time when you are using a technique that you used in the past video, post the link in the video so the ones who don't understand it can pause the video and go check it. This could also be a cool demo video of what a lot of tools is capable of, impressing the viewer while sending them to the link to study the same technique. Since you ask for the ideas in this video, I figure I should suggest it to you and see if you like it.
@Felix-lg6cn
@Felix-lg6cn 4 жыл бұрын
@FlippedNormals
@Elusive519
@Elusive519 5 жыл бұрын
Thanks for another great tutorial! I'm sorry if this was already asked, I can't seem to find the answer... Is this technique available only for SP2018? I'm working with 2017 and I found how to add the anchor points, but can't seem to get the masks to react accordingly. It'll be really great if someone could point me in the right direction. Thanks!
@FlippedNormals
@FlippedNormals 5 жыл бұрын
It should work fine in 2017 too. Are you sure that you enabled the micro height/normal maps too?
@Elusive519
@Elusive519 5 жыл бұрын
@@FlippedNormals Thanks for the reply! The thing is, I can't seem to find that option under the smart masks I applied (tried a few different ones). I could somehow plug the anchor points into the curvature, AO etc maps, but that obviously doesn't work either. Could the placement of the micro height/normal maps be different in the earlier versions?
@AmitKumar-uc8bz
@AmitKumar-uc8bz 5 жыл бұрын
Add normal map baking also
@magnificentreality100
@magnificentreality100 2 жыл бұрын
Maybe with the new update it changed alot because while this helped me a bit, concept wise, my UI looks totally different
@zetsology
@zetsology 5 жыл бұрын
Sorry for the inconvenience - We’re upgrading the site at the moment. If you need to, you can always contact us. We’ll be back in a few days. See you then! - The FlippedNormals Team OK, but how?
@FlippedNormals
@FlippedNormals 5 жыл бұрын
support@flippednormals.com
@ezioauditore9756
@ezioauditore9756 5 жыл бұрын
plz do premium or youtube. you guys are really awesome.
@mae2309
@mae2309 5 жыл бұрын
Do you go through this procedure in your introduction to substance painter video??
@FlippedNormals
@FlippedNormals 5 жыл бұрын
Yes we will :)
@mae2309
@mae2309 5 жыл бұрын
@@FlippedNormals is that a yes you do go over this procedure or yes you will make another video going through these.. got confuced on your answer.. sorry.. lol
@satefutingatgoogle
@satefutingatgoogle 4 жыл бұрын
Guys, can we get a blender to substance tutorial (how to properly set up maps and bake them ) ?
@lostcrusader8053
@lostcrusader8053 3 жыл бұрын
kzbin.info/www/bejne/o4KTiqargZqid6s It may not be much but this shows the baking process for Blender users
@32Bivens
@32Bivens 5 жыл бұрын
Seems like instead of Anchor Point it could be called Layer Reference or something similar. Anchor Point is a weird name and that's half the reason why the workflow is confusing.
@CentboyMidnight
@CentboyMidnight 5 жыл бұрын
or "make my alphas looks like"
@kidehoward93
@kidehoward93 5 жыл бұрын
took a $1500 class that taught me the bogus way, ill take this video as my refund. brilliant tut guys!
@sturm3d
@sturm3d 5 жыл бұрын
can you link multiple anchor points to one generator's micro normal?
@Aussie.Owlcoholic
@Aussie.Owlcoholic 5 жыл бұрын
No, but you should only need the one layer for all detail anyway. If you want to split it up you could create a folder with all the separate micro details and just anchor the folder itself (pretty sure that works but haven't tested it)
@Aussie.Owlcoholic
@Aussie.Owlcoholic 5 жыл бұрын
I might be wrong about the folder thing actually, but you can do it this way instead: -Put all the micro detail layers in a folder as I said before - Add another layer above the rest inside the folder with blend mode set to passthrough in normal/height (depending what you're using) - create an anchor for that new 'passthrough' layer and it'll retain all the detail from below layers
@gower1973
@gower1973 5 жыл бұрын
Need to try this i was thinking if there was a way to reference multiple layers, the whole anchor thing is pretty clunky
@irvinhoost8731
@irvinhoost8731 3 жыл бұрын
can ya'll make a video starting from the beginning
@Defenceless_baby
@Defenceless_baby 4 жыл бұрын
"facepalm" clicked on random tut and made my life so much easier
@FlippedNormals
@FlippedNormals 4 жыл бұрын
:D Happy to accidentally help
@Fazendojogo
@Fazendojogo 5 жыл бұрын
Please do some intro tutorial for painter and subs designer.
@FlippedNormals
@FlippedNormals 5 жыл бұрын
Working in Painter now! :)
@JimmeeAnimAll
@JimmeeAnimAll 5 жыл бұрын
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