- Видео 12
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Jacob Brown
Добавлен 12 май 2016
Hi! My name is Jacob, I'm working as a 3d artist in the games Industry and want to share what I have learnt so far and hopefully help other aspiring artists get into the games Industry.
Godot Ocean/Water Shader Showcase
Custom Ocean/Water shader written in Godot game engine, Inspired by sea of thieves ocean and I wanted to see how far I get with Godot. I am impressed with the engine so far.
Просмотров: 1 220
Видео
HOW I texture STYLIZED STONE in SUBSTANCE PAINTER
Просмотров 49 тыс.Год назад
My Artstation: www.artstation.com/jakobson In this tutorial I will show you how I textured a stylized stone wall in substance painter Gumroad Assets: brownbearboy.gumroad.com/l/biqux -Blender file with: High poly mesh Low poly mesh Blockout mesh -Substance Painter file with completed Textures -Stone Smart material for use inside substance painter
HOW I sculpt STYLIZED STONE for GAMES | TUTORIAL
Просмотров 20 тыс.Год назад
My Artstation: www.artstation.com/jakobson In this tutorial I will show you how I go from a created block out in blender for a stylized stone wall and sculpt it quickly and efficiently in Zbrush Gumroad Assets: brownbearboy.gumroad.com/l/biqux -Blender file with: High poly mesh Low poly mesh Blockout mesh -Substance Painter file with completed Textures -Stone Smart material for use inside subst...
HOW I texture STYLIZED WOOD in SUBSTANCE PAINTER
Просмотров 51 тыс.Год назад
My Artstation: www.artstation.com/jakobson Twitter: JacobBr81319923 Gumroad Assets: brownbearboy.gumroad.com/l/qhhny -Blender file with: High poly mesh Low poly mesh Blockout mesh -Substance Painter file with completed Textures -Wood Smart material for use inside substance painter Backing track: pixabay.com/music/beats-watr-double-overhead-11517/
HOW I sculpt STYLIZED WOOD for GAMES | TUTORIAL
Просмотров 25 тыс.Год назад
My Artstation: www.artstation.com/jakobson Gumroad Assets: brownbearboy.gumroad.com/l/qhhny -Blender file with: High poly mesh Low poly mesh Blockout mesh -Substance Painter file with completed Textures -Wood Smart material for use inside substance painter Orbs Brush Pack: orb.gumroad.com/l/nOkHw Obrs clay material: orb.gumroad.com/l/srZiJ?layout=profile Backing track: pixabay.com/music/beats-w...
Digital Sculpting - Relearning Zbrush: 02 - skull 02
Просмотров 2463 года назад
Artstation: www.artstation.com/jakobson Art of silence by uniq soundcloud.com/uniqofficial Attribution 4.0 International (CC BY 4.0) creativecommons.org/licenses/by/4.0 Music promoted by www.chosic.com
Digital Sculpting - Relearning Zbrush: 01 - skull 01
Просмотров 3663 года назад
Artstation: www.artstation.com/jakobson Royalty free music from: www.chosic.com/
Bro dropped 4 amazing tutorials on stylized modeling and disappeared 😭
Do you use a drawing tablet ?
I do indeed! cant imagine sculpting without one. I use a Wacom Intuos Pro now, but back when I recorded this I used a cheap 80 euro Huoin tablet. TBH I barely feel a difference so a cheap tablet will do you just fine
@StylizedSchools i still use a mouse i don't have a drawing tablet
@@ralphhleihel5079 Well...I would recommend getting one :D it feels awkward at first but after you get used to it you will wonder how you did without it. Sculpting without pen pressure, no variation in line width or depth is gonna make it challenging to get cool results. you can pick them up pretty cheap
Great tutorial! Due to adjusting the edges of the boards, I assume you'll have to retopologize this, no? In your texturing video, it looks like you are just texturing directly onto the high poly without doing any low/high bakes, so I'm wondering if I'm misunderstanding or if you retopologized between videos? I'm curious what the best way to retopologize something like this would be, as I feel like it's simple enough that maybe just using decimation master could be enough? Thanks!
Thanks, it is actually a low poly model! I did indeed retopologize in between videos :) These videos where more focused on how to achieve a stylized look with sculpting and texturing rather than then overall 3D art workflow so I didn't include the usual tasks you have to do with any model. I seem to get a lot of requests for the retopology and UV unwrapping workflow anyway :D haha. Maybe at some point I will create a video explaining my workflow for those tasks. You can decimate it if you like I do it with a lot of stuff that doesn't need animating if im in a rush and hand retop would take too long but for these wood planks it is actually retopolgized by hand. Here is an image showing the topology for the planks imgur.com/a/RIRs9Zl
@@StylizedSchools Thanks for the reply! Yeah seeing the topology makes it clear that this was certainly an easy case for hand retopology, which makes a lot of sense! Thanks for sharing!
might sound like a silly question but where did you get the curvature map and AO map from to use as bitmap?
its baked from the high poly sculpt, check out baking in substance painter if you haven't come across it before. Essentially transferring details from a high resolution mesh(zbrush sculpt in this case) to a low resolution mesh for optimisation and such. you'll want to look into retopology and maybe UV unwrapping too if you havent come across those yet You can check out how I sculpted the high resolution mesh in zbrush in my other video's
@StylizedSchools I'm familiar I just think I'm missing something. Are the maps created upon baking the high poly to the low poly? You then use the created maps to add as bitmap?
@@danielslamon yep! That's exactly it. Once created with baking you can assign them as masks through the bitmap mask option
@@StylizedSchools amazing. Thanks so much for replying! Great videos btw!
this was so useful man thank you
Glad you liked it! :) I will be uploading more again in the next couple weeks
3:00 i can't find those edge highlights
Bake from your highpoly model to the low poly model to get your curvature map. helpx.adobe.com/substance-3d-bake/getting-started/what-is-baking.html
Thank you so much, im new to 3d modeling/sculpting and your videos are a life saver. I hope you make a video showing the retopology/high to low poly methodology.
How did you made the basic shapes? Can i just export a basic plank without subdividing from blender into z brush?
can you share your script or project? I'd love to mess with it a bit!
Very cool effect! Would you share it ? I would like to try to modify its code to make it work on sphere / planets ( with a local up vector instead of a global one ) ; did you use the fourier tranform approach with gpu tesselation?
Maybe another way to improve it , is by adding depth so you can see a little on the surface but as deep it gets you lose the transparency.
Thanks, it already has that functionality but there is nothing in the scene here for it to fade from so it just looks opaque :)
@@StylizedSchools ah I see, then it's perfect, how's the performance?
@@Dragon20C With just water in scene, mesh 60m x 60m 168,000triangles (resolution is lower further from camera point on mesh) fps is around 500 at fullscreen in editor comparing that with water mesh hidden editor is running at 1100 fps according to the frame time tooltip GPU time at 2ms vs 0.9ms hidden. I'm not very well versed in optimization so there is probably an explanation but it surprised me that simulating 0 waves and simulating 164 waves resulted in no performance difference :D
@StylizedSchools I can't remember the algorithm but there is one optimization where in close distance the full detail mesh is being used but as the distance increases the mesh becomes simpler, I think its LOD.
@@Dragon20C Yeah thats basic LOD's. Godot has an auto LOD system but you cant import custom LOD's which is annoying. Can create your own LOD system with a script but I'm not sure how efficient it would be :D
Can you plz tell Name of this stylised
Sorry, I dont understand the question
Hi ! Your videos are great and ive learned a lot, may i ask you to show us the wireframe/low poly please ? Thank you very much ✨
Please come back bro, your tutorials are damn good.
Awesome tutorial! Thank you for sharing your technique!
what is the red line at 1:40 as you go along the edges?
its the lazy mouse indicator (smoothing your strokes) I just turned on in the stroke menu. 1:28 to 1:35
@@StylizedSchools Whoops missed that part. Appreciate it
Can you help me figure out what the steps are after sculpting my dynameshed object? I just cant figure it out, I tried following your workflow but I cant seem to figure out what I need to do with my lowpoly and highpoly mesh... I made a blockout in blender, imported it into zbrush with GOB, I remeshed it and then dynameshed it. Added my details, duplicated the mesh and then zremeshed one down for my lowpoly model. Then I uv unwrap the low one in blender go to substance, start project with my low and bake my high mesh onto it but I just dont get the effect you had in your wood tutorial. It felt like it got no depth in the cuts...
Hey Michiel, DM me on my artstation or twitter (links on my channel) and we can go through your files together and see if I can help in anyway to get the result you are looking for.
I have send you a message on artstation, ty 🙏@@StylizedSchools
спасибо тебе западный брат что показываешь как надо делать
Why are you not making any videos
hl sr which pen tab you use
I don't understand why you use fill layer > curvature > levels instead of curvature generator and why you use gradient layer instead of position mask
Personal preference, feel free to use whatever method suits you best!
Cheers for the tutorial. New to texturing and your gumroad assets are SOO reasonably priced... just had to pick them up to better understand workflow. Thanks
Thanks for the support! Glad you liked it :)
I Love the way you make videos with details, but only few videos, please continue this you are doing great work
so this sculpt no need to do retopology?
Depends, if you want to texture and use it in a game engine or something then yeah you would have to retopo it
very helpful for me. thanks!
Perfect video. Thanks!
Auto group not work
Do you only use high poly?
Hey, no this is a low poly mesh baked down from the high poly
All of your tut's are fantastic, perfect length. However, as with 99% of all ZBrush > SP tut's, we need more showing the exact high poly / low poly workflow explainers.
Hello fellow Jacob, thank you for this tutorial!
Hey, Nice vid, If you want to keep only one channel on your fill layer, like for example the base color, you can press « alt +click on the channel you want » it will automatically keep the channel you selected and remove the others
nice result, would be great to see the baking process, you use substance or marmoset?
Thanks, yeah I just bake in painter and render in marmoset, nothing special with the baking but I hope to come back to youtube and make more tutorials. Just been busy with moving game studios, homes and all that other stuff the past year, more videos soon though!
ちょうどこういうのが作りたいと思っていたのですごく参考になりました ありがとうございます
i dont have the curv mapppppppppppppppppp
did you find it ? if you find it pls tell me how you found it
Where did you find those Pinterest wood patterns? It would be cool if you sourced them, other than that a very cool vid
Thanks! It's actually an original image I created for an article I wrote for gameartists.co.uk. The pinterest button is just a pinterest quick save plugin I added to my browser. You can find the article here: gamesartist.co.uk/stylized-wagon/
I prefer use dark violet color with multiply layers instead of black, it gives better effect in my opinion, thanks for tutorial.
Can I do that in Blender?
yep absolutely, you can even get the orb brush set for blender for free too
@@StylizedSchools Oh thenk you so much!😁
WHAT about the way you render these assets, when gonna show us this😅😅😅😅
you're going to export the sculpted model it will become a high poly model, and then in blender you can bake the high poly model onto your low poly model, and you can do the rendering inside blender.
@@cantcode023 JUST the rendering setup
i dont see the big curvature map, only the first one that pops up? anyone have any idea why?
Hey Ollie, have you baked texture maps from a sculpted mesh on to a low poly mesh? If you are using the assets from gumroad it should be already there but if you are using your own assets you will have to make a high and low poly mesh and then bake the details from one mesh to another to get these maps. Google "baking in substance painter" or something to get an idea of the process. If that's not what you're looking for though let me know
@@StylizedSchools god send it worked :D
amazing video! thank you so much!!!!
Thanks! glad you found it helpful
🔥
I have no money for zbrush, is blender enough for sculpting ?
Yes definitely! you can even get the brush pack I used for this tutorial for blender search "orb brush pack blender" in google and you can download it.
Great video! Do you have any tips for creating those strokes with a mouse and keyboard? Unfortunately I don't have a wacom and I can't change brush pressure mid stroke like you can...
Hey there Jacob, I,m trying to make a ladder using this technique for my planks, i have 7 planks on there + 2 support planks and I have a total of 11.4 million points. My question is: is this too many or is it fine? I subdivided 8 times because otherwise my brushstrokes were pixelated. Is there a rule on how many points is too much or is this ok? If there is, how could i reduce those without losing quality?
Hey Jens, so for sculpting you can use as many as you need, but instead of subdivisions you might be able to lower the points using the dynamesh feature when sculpting. This will just help with performance if you are lagging while sculpting and maintain quality. If you want to take this in to substance painter or texture it/use it in any way after though, look into retopology, uv unwrapping and baking. I would estimate a count of around 500-1000 tris if not less depending on the complexity of the ladder for the final mesh.
Is this workflow usable for game dev?
Hey Tom, yes absolutely, this is the workflow I texture my assets with at the game studio I'm in.
@StylizedSchools do flower and leaves please
You're an angel
Thx
can someone pls help me, you'd give you MONEY its been a WEEK AND NO PROGRESS i cant see the curvature map on bitmap, and I don't know how to bake in blender, literally about to cry and quit blender forever, pls im so desperate and crying on my keyboard
Hey, If you purchased the asset files from my gumroad the maps should be already baked in the substance file. If you are using your own assets though, make sure you have a high poly sculpt and a low poly optimized mesh, you can then bake your curvature and other necessary maps directly in substance painter, check out the official substance channel on how to do this: ruclips.net/video/hYtHp4IXvsM/видео.html
You’re the man! Thank you