What is Texel Density? | Lesson 2 of 25 | Substance Painter Full Course

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zinteractive

zinteractive

3 жыл бұрын

What is texel density? - Lesson 2 of 25 - Substance Painter Full Course
In lesson 2 we will learn the concept of texels and why are important for texturing and material design, so let’s boom into it and learn what are texels.
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drive.google.com/file/d/14VhO...
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Пікірлер: 49
@emrahozcicek2875
@emrahozcicek2875 3 жыл бұрын
It's a privilege to learn these from an Indian Guy(very efficient teaching style about almost anything), thanks in advance.
@zinteractive
@zinteractive 3 жыл бұрын
My pleasure
@cgescape
@cgescape 2 жыл бұрын
great contribution, you have got yourself a religious follwer bro, mashallah!
@sukhi0482
@sukhi0482 3 жыл бұрын
cant believe what a clean and amazing content subscribed
@zinteractive
@zinteractive 3 жыл бұрын
Welcome aboard!, and thanks for subscribing
@challajagadeesh6925
@challajagadeesh6925 8 ай бұрын
Sir, can we give one material to group of objects in model at once? Or else we have to give separate materials for every object? For suppose if we have a boy model, there are 32 teeth's and I want to give blinn material to those, Shall I apply one blinn material to all of those at once or else I have to give every single teeth separate blinn material?
@zinteractive
@zinteractive 8 ай бұрын
*In Maya, you can assign materials to multiple objects at once by grouping them and applying the material to the group. This can save you a lot of time when you have multiple objects that should share the same material, like in the case of the 32 teeth on a boy model. Here's how you can do it: 1. Select all the objects that you want to share the same material. In this case, select all 32 teeth. 2. Create a group for the selected objects. You can do this by going to "Edit" > "Group" in the main menu, or by pressing Ctrl+G (Cmd+G on Mac) on your keyboard. 3. With the group selected, open the Hypershade or the Attribute Editor. 4. Create or assign the material you want to use (e.g., Blinn) to the group. You can do this by right-clicking on the material in the Hypershade and choosing "Assign Material to Selection," or by dragging and dropping the material onto the group in the Attribute Editor. By assigning the material to the group, all the objects within that group will share the same material. This can be very efficient when you have many objects that should have identical materials, such as the teeth in your example. This way, you don't need to give separate Blinn materials to each tooth; they will all use the same Blinn material assigned to the group.*
@challajagadeesh6925
@challajagadeesh6925 8 ай бұрын
@@zinteractive Got it sir, thank you.
@3dways659
@3dways659 2 жыл бұрын
Jazakallah sir
@zinteractive
@zinteractive 2 жыл бұрын
Thanks a lot
@nothingnothing3211
@nothingnothing3211 2 жыл бұрын
Hey youtube says that watch time of a downloaded video will 6be added to total watch time when the viewer connects to the internet.
@zinteractive
@zinteractive 2 жыл бұрын
Actually if some one downloads the video then I wont be able to make money out of it, and all my hard work will be wasted
@GEMINIS101
@GEMINIS101 3 жыл бұрын
Hi! First, nice video explaining what texel density is! I will see the rest of the videos to improve my skill. Only one question, if I have differents models for an environment and this models have diferents texel densities, how can i fix it? How did you adjust the UV seams to an standar size without wasting space? I work in 3dsmax and there is no tutorials witch can explain how to use differents UDIMS. Thanks!
@zinteractive
@zinteractive 3 жыл бұрын
If your target is to produce higher texal density, then you need bigger UV shells, and that you cannot fit into smaller space, so the best option is to use UDIMS, but in that case, also you should maintain accurate size, better is to turn on the checker map so you can fix stretches and unequal sizes. Then in substance painter you can bring the udims based object and paint over it easily, you can watch this video: kzbin.info/www/bejne/g3fLpGeGjLSjgas
@GEMINIS101
@GEMINIS101 3 жыл бұрын
​@@zinteractive Thanks for answer quickly. In my case I'm doing a modular environment so its very difficult to keep an uniform size of texel density. Is there another option to do that? There are a lot of elements in my scene so I think include everything in 1 UV unwrap could not be the better option. Anyware, you have earn a new subscriber!
@zinteractive
@zinteractive 3 жыл бұрын
@@GEMINIS101 Try RizomUV, it will do it easily, you can also do it manually but a lot of stitches and patches will be required.
@vstudios1576
@vstudios1576 Жыл бұрын
Thank you so much Sir
@zinteractive
@zinteractive Жыл бұрын
Most welcome
@2John
@2John Жыл бұрын
Nice playlist. Thanks sir Subcribed!
@zinteractive
@zinteractive Жыл бұрын
Thanks and welcome
@amarzaman1828
@amarzaman1828 2 жыл бұрын
7:50 how you divide these maps in different parts , my model all uvs come in one shell please repy
@zinteractive
@zinteractive 2 жыл бұрын
I have detach them as separate parts, you can select the polygons you want to separate then right click on them and detach and then use separate option over them so they will be separate, and each time you separate any polygon, just delete the history also.
@amarzaman1828
@amarzaman1828 2 жыл бұрын
@@zinteractive Thanks
@chrissem5200
@chrissem5200 2 жыл бұрын
Hi. What if my texcel density is good but still blurry texture?
@chrissem5200
@chrissem5200 2 жыл бұрын
do you know solution?
@yashsharmajii
@yashsharmajii 3 жыл бұрын
You're literally a superhero
@zinteractive
@zinteractive 3 жыл бұрын
Thanks a lot brother
@yashsharmajii
@yashsharmajii 3 жыл бұрын
@@zinteractive thanks to you sir!
@vismamba
@vismamba 3 жыл бұрын
Thanks for the tutorial, I have few doubts, How do you determine the texel density ? specially when you are working with larger assets and Multiple UDIM ?
@zinteractive
@zinteractive 3 жыл бұрын
in larger assets, you divide them into parts, if not, then make multiple UDIMS and keep each island larger, if you need more texel density. The newer version of substance painter can read UDIMS.
@cashanders5233
@cashanders5233 2 жыл бұрын
I know it's kinda randomly asking but does anybody know a good website to stream newly released movies online ?
@millerodin3498
@millerodin3498 2 жыл бұрын
@Cash Anders flixportal :D
@cashanders5233
@cashanders5233 2 жыл бұрын
@Miller Odin Thanks, signed up and it seems like they got a lot of movies there =) I really appreciate it!
@millerodin3498
@millerodin3498 2 жыл бұрын
@Cash Anders you are welcome =)
@challajagadeesh6925
@challajagadeesh6925 8 ай бұрын
Sir, I have two questions. 1. Should textile density same across all the parts of the model? 2. Should straightening UV shells be necessary for texturing? If we straighten the UV shells means the checker map will be stretched at some parts, I think in that way the textures will also stretched. What would you recommend straightening the UV shells or else leaving them as it is after unfolding those?
@zinteractive
@zinteractive 8 ай бұрын
1. Should textile density be the same across all the parts of the model? Ans. It depends on the size of the object, the bigger the object, the higher the texel density. 2. Should straightening UV shells be necessary for texturing? If we straighten the UV shells means the checker map will be stretched at some parts, I think in that way the textures will also stretched. What would you recommend straightening the UV shells or else leaving them as it is after unfolding those Ans. You don't need to straighten the UV, make sure the checkers' map is on while you are unfolding, and keep your eye on the checkers, they should be even and not stretched.
@challajagadeesh6925
@challajagadeesh6925 8 ай бұрын
@@zinteractive Thank You Sir
@johninglis2622
@johninglis2622 3 жыл бұрын
could u create a tutorial on how to import the texel uv into substance painter as u have different uvs channels
@zinteractive
@zinteractive 3 жыл бұрын
There is some tutorial in this series already, however, I will surely make some more specific to it.
@johninglis2622
@johninglis2622 3 жыл бұрын
@@zinteractive like exporting the correct uv channel in 3ds max into substance painter
@zinteractive
@zinteractive 3 жыл бұрын
@@johninglis2622 I will do it asap
@shikharshankhdhar5394
@shikharshankhdhar5394 2 жыл бұрын
why don't you use UDIMS for this?
@zinteractive
@zinteractive 2 жыл бұрын
yes using UDIMS are good idea, I have also explained UDIMS in the same series, however, just to keep it simple I used regular UV mapping in the first few lesosns.
@shikharshankhdhar5394
@shikharshankhdhar5394 2 жыл бұрын
Ok got it....btw really a great Tut's I've seen tons of substance painter tutorials but what I've learned here is just remarkable thanks man....
@shikharshankhdhar5394
@shikharshankhdhar5394 2 жыл бұрын
One suggestion please make such series on substance designer too that'd be really helpful
@zinteractive
@zinteractive 2 жыл бұрын
@@shikharshankhdhar5394 yes actually I have ac complete full series on Substance Designer, its a complete long detailed series: kzbin.info/aero/PLnRp1fUkiXQcsKM25Fwn0y1IgFloRrL8c
@zinteractive
@zinteractive 2 жыл бұрын
@@shikharshankhdhar5394 I am really happy that you find it useful, please support my channel by brining more subs
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