016 Substance Painter Height Detail, Anchor Edge Scratches, & MatFX HBAO - Real-Time Scratch & Dirt!

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  • Опубликовано: 26 дек 2020
  • Get the 6+ hour, 34 video series here with other bonus render demos, 3D models, and comp image files at the links below!
    gumroad.com/pavlovich
    cubebrush.co/pavlovich
    www.artstation.com/a/1586382
    Watch the entire RUclips playlist here:
    • ZBrush ZCompositor - Z...
    Get the ZCompositor Plugin here:
    pixologic.com/zbrush/downloadc...
    www.artstation.com/artist/mic...
    / @michaelpavlovich
    / pavmike
    3d.cgmasteracademy.com/instruc...
    sketchfab.com/pavlovich

Комментарии • 25

  • @EvgeniyKutischev
    @EvgeniyKutischev 2 года назад

    Thank you, mister! That was super useful! 🔥

  • @alibeckarinov
    @alibeckarinov Год назад

    Thank you!! Amazing lesson, very easy to undarstand) Just what I was looking for to work with Height layers

  • @silkeh2433
    @silkeh2433 Год назад

    This was soooo helpful. Great info. Thanks
    😀

  • @games528
    @games528 3 года назад

    This is incredibly useful. Thank you!

  • @3duConstantino
    @3duConstantino 3 года назад

    Amazing, great tutorial.

  • @Latvian3Dman
    @Latvian3Dman 2 года назад

    Thank You for this video. I was investigating Anchors (I am a SP beginner), but I was confused about that sequence of layers, so that I could get height anchor, but not "grayed out". Thanks!

  • @brahimlancas8960
    @brahimlancas8960 Год назад

    super cool

  • @make3d780
    @make3d780 2 года назад

    Thank you

  • @NN-wc7dl
    @NN-wc7dl 2 года назад

    Great!

  • @raphaelprotti5536
    @raphaelprotti5536 3 года назад +2

    Again, well done sir. I'm a big fan of yours. I recently had a discussion on the Substance forums about facilitating Zbrush to Substance texture management. Specifically, importing baked textures with UDIMS from ZB( disp, cavity, AO) into Painter, to be used as fill layers to build more detail on. As you know, the UDIM naming convention out of ZB multimap exporter isn't supported by Substance, so it won't recognize a UDIM stack when you import them, but it will think of them as separate textures only. You need to rename the UDIMs to something following the Mari UDIM convention before importing, creating a tedious step in between. I found a python tool published by another artist who can do that, but I think Mari, Substance, and ZB should all have a common convention in order to spare us extra leg work. UDIM's are now universal, why not streamline that process across apps? Have you come up with your own solution? I'd love to discuss this with you.

    • @MichaelPavlovich
      @MichaelPavlovich  3 года назад

      My work with UDIMS is few and far between unfortunately, but it sounds like you're on the right track, and getting a universal standard (or, barring that, a middle-man converter) sounds like as good a start as any. Joseph Drust is the brains behind many of the plugins, ZCompositor being no exception, so someone smart like him would be far more use than an average RUclips content churner such as myself -.-

  • @hashims3d766
    @hashims3d766 2 года назад

    you are incredible

  • @unrealone1
    @unrealone1 3 года назад

    Dirt accumulation around hight information, Wow1 that was amazing but can we do that in Zbrush?

  • @AlexTsekot
    @AlexTsekot 2 года назад

    Thanks for the vid Michael, I'm trying to get the AO from the stamps to export and I think I'm missing something as its not working. I have mixed AO selected in the export preset but it doesn't show up at all. I don't need to use mask generators on this model at all, all I need to do is have the AO from the stamps be mixed over the top of the baked ao during export. Is this possible at all?

  • @FullCaber
    @FullCaber 2 месяца назад

    some reason my dirt seems to seep outside of the targetet anchor am i doing something wrong

  • @wolfiend
    @wolfiend 2 года назад

    Thanks for the video Michael, I don't get why you used MatFx HBAO filter while at the end you just referenced the anchor point of height details, it was possible to do it without adding the filter !!

  • @unrealone1
    @unrealone1 3 года назад

    Thanks so much for this, may be a new series for beginners with Substance, Substance has changed a lot. just a getting started with latest substance would be good. How to load and export UV"s would be great

    • @orlandoidris9726
      @orlandoidris9726 3 года назад

      I guess it's kinda off topic but do anyone know a good site to watch new tv shows online?

    • @arturocolton1485
      @arturocolton1485 3 года назад

      @Orlando Idris Flixportal :)

    • @orlandoidris9726
      @orlandoidris9726 3 года назад

      @Arturo Colton thank you, I signed up and it seems like they got a lot of movies there =) I really appreciate it!

    • @arturocolton1485
      @arturocolton1485 3 года назад

      @Orlando Idris Glad I could help xD

  • @ifeotto
    @ifeotto 2 года назад

    Is still z compositor good to be used with Adobe acquisition?

  • @MrEbawu
    @MrEbawu 8 месяцев назад

    i have multiple height details in a folder. I have like 20 of them. They all have different effects. Can i put an anchor point on a folder? I also baked those height details into normal map in marmoset and then my plan was to rebake the curvature so those height details that are now normal details are registered as an actual geometry but for some reason my curvature was not updated. I cannot combine them into 1 detail in photoshop either they all need different effects. Pls help :D

    • @MrEbawu
      @MrEbawu 8 месяцев назад

      holy shit i just found exactly what i needed on your channel after MONTHS of searching. I did everything that as shown exept i only baked a single curvature map. Was very stupid of me to assume its just gonna generate the normal information out of nowhere. Ill now include the world space normal map together with curvature when rebaking. This is the best channel i love you man :D