Material Optimization using Color ID Maps (Blender/Unity/Substance Painter 2)

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  • Опубликовано: 13 сен 2024

Комментарии • 59

  • @normalmusic62
    @normalmusic62 6 лет назад +8

    this cures my biggest substance painter headache. thanks so much!

    • @Zkay360
      @Zkay360 4 года назад

      Literally same. I'd create separate materials, 2k-4k EACH for selecting different parts, or even manually paint them out and creating a mess of masks

    • @alperozgunyesil
      @alperozgunyesil 4 года назад

      Totally🤘🏿❤️

  • @jdevcast6527
    @jdevcast6527 4 года назад

    Nice and easy Blender -> Painter -> Unity workflow Thanks for explaining clearly.

  • @justingooligan7059
    @justingooligan7059 6 лет назад +3

    this was exactly the video i was looking for_gave me answers to all the questions. Now it would be cool to have a feature in blender that converts real_colors assigned to mesh_parts in to vortex-colors. maybe there is ? i just have not found it yet. Great video - big thanks.

  • @PonteRyuurui
    @PonteRyuurui 4 года назад +1

    I am learning!

  • @throwerplump9297
    @throwerplump9297 2 года назад

    This is what I searching for optimizing my asset .thx alot ..

  • @reboa.i563
    @reboa.i563 4 года назад +1

    As an intermediate modeller, this answered all of my questions regarding optimization, color ID and export. Thank you! You earned a sub and like mate :)
    Have a wonderful day.

    • @JoshGambrell
      @JoshGambrell  4 года назад +1

      Thank you Rebo! I truly appreciate your time and feedback :D Super glad I could be of help; this topic was seldom covered.

    • @reboa.i563
      @reboa.i563 4 года назад

      @@JoshGambrell I agree! All this time I assigned different materials to different parts of my mesh and I thought: Hmm... isn't there a more efficient way to do this? I would reach up to 10 materials on one mesh smh :) I also heard about the color ID thingy, but never understood why people use it. So yeah haha, I'm really grateful for this video!

    • @JoshGambrell
      @JoshGambrell  4 года назад +1

      @@reboa.i563 No problem! I learned the hard way when my scenes were rendering thousands of different materials and bogging down performance when I could've used 1/10th of that amount ;)

  • @AlexAugustinex
    @AlexAugustinex 6 лет назад +1

    Thanks for sharing your knowledge man, This will really help me out. Thank you.

  • @skyatlas7334
    @skyatlas7334 4 года назад +1

    I needed this video, thank you!

  • @sainterasmus4545
    @sainterasmus4545 2 года назад

    Can't figure out how to get Substance Painter to register the different colors.

  • @ChristophWerner
    @ChristophWerner 6 лет назад +6

    You have not mentioned, what file format you used to export from blender. Is it FBX or can OBJ be used too to store the vertex colors? Thank you.
    EDIT: OK, it is FBX. I was too fast with my comment and have not watched the full video... ;) #sry

    • @Eradifyerao
      @Eradifyerao 2 года назад

      I have generally found OBJ to be the dumb format... Why anyone would use it anymore is a mystery to me - maybe it's a bit more universal?

    • @ChristophWerner
      @ChristophWerner 2 года назад +1

      @@Eradifyerao In my experience OBJ files are more solid. OBJs are more simple and don't include animation data or further information. FBX files can also include proprietary data as I know, which can disturb the import in some software. Additionally Autodesk change the FBX structure regularly and add new features. which can lead also to problems. But under the line FBX is the better file format, but there's also GLTF which is really good and open source.

  • @tartistbooker7839
    @tartistbooker7839 5 лет назад

    thank for this straight for the point tutorial, waiting for your next tips !

  • @furryfan87243
    @furryfan87243 6 лет назад +2

    The M key toggles the mask on or off in blender

    • @nightwalkerj
      @nightwalkerj 4 года назад +1

      Its amazing how many videos dont mention this little tidbit. Thank you for sharing this.

  • @ApexArtistX
    @ApexArtistX 6 лет назад +2

    you dint show how to apply id on the model, my substance painter does not read any color id after baking

    • @JoshGambrell
      @JoshGambrell  6 лет назад +1

      You must be doing something wrong then. When you export the model and import into Substance Painter and bake textures, the ID map should automatically be generated. The only other reason it won't is if you untick the ID bake setting or import a high-poly mesh to bake to, in which case you must bake the ID map independent of the high-poly mesh.

    • @ApexArtistX
      @ApexArtistX 6 лет назад

      Wooden Rain I was using obj. Fbx works

  • @therowhouse5086
    @therowhouse5086 6 лет назад

    Thank you so much for this! brilliant!

  • @lin_leaf
    @lin_leaf 6 лет назад

    Good Content and editing thanks for the video I am new to unity and this helped me more than most other vids

    • @JoshGambrell
      @JoshGambrell  6 лет назад

      Thank you, very happy to hear that!

  • @sainterasmus4545
    @sainterasmus4545 2 года назад

    How do you actually "create" the Color ID map? How do you wield it into existence?
    I understand how to color in the different faces of a model, but how do you get Blender to say "this is the ID map"?
    I color in the model, export it to substance painter and the only map that it doesn't bake down is the ID one, cause I'm guessing I haven't made it possible for it to find it.

  • @maxjackson7120
    @maxjackson7120 5 лет назад +1

    How would you alternate between multiple textures though in Unity when you want to switch textures via code

    • @cedricknapp2889
      @cedricknapp2889 3 года назад

      Renderer.sharedMaterial in Unity instead of .material

  • @ajaygamedeveloper6148
    @ajaygamedeveloper6148 5 лет назад +1

    Thank you so much

  • @n1lknarf
    @n1lknarf 4 года назад

    how could I bake the ID map directly in blender?

    • @JoshGambrell
      @JoshGambrell  4 года назад +1

      Under the bake settings, where you bake normal maps and such.

  • @leatherandpoemscharmyman5774
    @leatherandpoemscharmyman5774 6 лет назад +1

    best practice is to asigne pure colors? to not suffer with tolerance and hardness in the color id mask in substance painter then?

    • @JoshGambrell
      @JoshGambrell  6 лет назад

      Well, you can use any different shade of colors. All colors are based on RGB. Even a slightly different shade of green, for example, which the human eye cannot distinguish is indeed computed as a different color. So if you mean "pure", you can use any different shades as long as you don't use an identical color for a different area of your model. I hope that answers your question correctly!

    • @leatherandpoemscharmyman5774
      @leatherandpoemscharmyman5774 6 лет назад

      ok , sometimes when I used random color in blender , (specially when my model is full of part but one single object) ....I see white lines in my model in substance painter , in my model after exporting process... sometimes I fixed that white lines with tolerance and harness in ID mask ...but ID mask comes from blender by vertex group. So I decided to starting testing some POV to solve this common issue in some models, not in all my models , but sometimes I suffer that effect.

  • @Shubham-fk5oq
    @Shubham-fk5oq 6 лет назад

    Painter errors: could not find vertex color!...help me!!

  • @abdullahahsan4942
    @abdullahahsan4942 4 года назад

    ok did u unwrap the mesh before exporting it?

    • @JoshGambrell
      @JoshGambrell  4 года назад +1

      Of course

    • @abdullahahsan4942
      @abdullahahsan4942 4 года назад

      @@JoshGambrell can u make new tutorial on this with some complex model like car or any other cool models of yours

  • @hui2975
    @hui2975 5 лет назад

    I'm thinking how to export vertex paint in blender so many time. Then I use yPanel add-on, and succeed to export Dirty Vertex Paint 。

  • @marlonacevedo7521
    @marlonacevedo7521 6 лет назад +1

    I think that I love you jajajajjaja I spend all a fkng day trying to generate that map and I dont know why but all the ways I tried have failed 'till now. Thanks

  • @HieuNguyen-yb8gq
    @HieuNguyen-yb8gq Год назад

    Done

  • @user-kx6bl7oe3x
    @user-kx6bl7oe3x 2 года назад

    👍👍👍👍👍👍👍

  • @darkwyvern9796
    @darkwyvern9796 5 лет назад

    So you don't need to unwrap it?

    • @JoshGambrell
      @JoshGambrell  5 лет назад +1

      You do, because you're still going to assign textures. Substance Painter would need to know where exactly to assign each unique texture.

  • @tundedagold5278
    @tundedagold5278 6 лет назад

    the color is not showing in substance painter pls where a i wrong

    • @Fernan3D
      @Fernan3D 6 лет назад +3

      tunde dagold if you're using 2 meshes, low and high poly, you have to paint the vertex in the high poly, import the low poly in substance (I normally use Fbx) and in the bake options for substance, import the high poly mesh in High poly parameters tab, then bake. If you're not using 2 meshes, import to substance and bake the ID map from vertex color.

  • @Eradifyerao
    @Eradifyerao 2 года назад

    looks like the ability to add color presets in vertex mode in Blender 2.8+ is gone....

    • @Eradifyerao
      @Eradifyerao 2 года назад

      edit: I found it - N menu --> Tool

  • @DarkAutumn3D
    @DarkAutumn3D 3 года назад

    Completely redundant in 2.9 -.-

  • @rickychoudhary2014
    @rickychoudhary2014 7 лет назад

    Hey are you udemy instructer recived mail from udemy about ur channel i want to conferm it please.

    • @JoshGambrell
      @JoshGambrell  7 лет назад

      Yes, this is Josh!

    • @rickychoudhary2014
      @rickychoudhary2014 7 лет назад

      Wooden Rain ohk thanks sir i have subscribed and shared wid frnds also. Can u make a single vid that covers total basics about how to start with blender.

    • @JoshGambrell
      @JoshGambrell  7 лет назад +1

      I can probably do that once time allows!