Prepare Your Blender Model for Texturing in Substance Painter

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  • Опубликовано: 19 дек 2024

Комментарии • 14

  • @chrishansen2641
    @chrishansen2641 Месяц назад +2

    Learned a lot about ASMR thank you 🙏

  • @wesleyviscardisantos2922
    @wesleyviscardisantos2922 9 месяцев назад +1

    Thank you !! I really liked your voice, its very calm and serene~ it helped me to concentrate

  • @GoGo-ze1mq
    @GoGo-ze1mq Месяц назад

    You are a life saver! Thank you so much for taking the time and making this tutorial, it helped me a bunch!

  • @maro6477
    @maro6477 9 месяцев назад

    Amazing video super helpful and the audio is great! I subbed and will watch rest of your vids this is quality content! Keep up the good work!

    • @antgib
      @antgib  9 месяцев назад

      Thanks very much for watching and the sub. Every time I make a video (usually as a result of my personal project, as I work stuff out while going along), I always wonder if it's actually going to be of any interest or use, or am I just wasting my time.
      So it's always nice to hear that at least someone found it helpful.

  • @MuffinMachine
    @MuffinMachine 8 месяцев назад

    First off, thank you for putting this together. I tried Substance about 2 years ago and just struggled massively to make it work. I'm hoping to try again and this workflow looks like it will be helpful. I do have a question. Around 4:21 you are manually placing islands around the UV layout. Normally I would use the UV > Pack Islands function. Is there a reason why this would not work, or cause problems, with this workflow? Thanks again.

    • @antgib
      @antgib  8 месяцев назад +1

      Yes, I too had a few, WTF moments when starting out with Painter. At first it was like WOW when doing a couple of learning tutorials, which of course all worked as shown. While making me wonder why I kept trying to get Blenders texture painting tools to work.
      But then I tried to work on my own models and that's when all the head scratching started till I figured out exactly what Painter was doing vs what one does in Blender and sorted out a workflow that made sense (at least to me).
      As for the UV layout, yes you can use the Pack Island function from a general point of view and it will work.
      However, there are two reasons I usually do it manually (spending way more time then I showed in the video). First, I can usually fit things together better and give each area more overall texture space. Or I can on purpose make somethings smaller that I know don't really matter or are hardly seen so why waste the pixels that can be of much better use on other areas of the model.
      Second, I can fully control any rotation of the UV layout, which while it may seem better to rotate any island 90 in order to pack things in more tight, the error shows up in Painter when a single object with a texture applied, has some parts flowing in one direction, while other parts are at right angles. Simply because some of it's UV islands are rotated differently.
      It's a little hard to describe, but will instantly show up the moment you start to apply textures in Painter, especially something that has a clear directional pattern to it.

    • @MuffinMachine
      @MuffinMachine 8 месяцев назад

      @@antgib Thanks for getting back. I thought it might be something along those lines, but it's good to know how other creators think so thanks for sharing it.
      I know exactly the problem you are talking about, and even on textures that don't have directional patterns it can really throw things off when they suddenly go in opposite directions.

  • @antgib
    @antgib  9 месяцев назад

    youtube.com/@ukaszgrabski2811 I can think of a couple reason the ID map doesn't bake. First make sure each part of the model is its own separate object and not a linked duplicate. During the FBX export, if checking 'Selected Objects' as I show, make sure each object is selected in the outliner.
    It's possible that modifiers on the objects could have an impact, so before doing the FBX export, apply them all, export and then reload the Blender file without saving, so you keep everything in Blender as it was.
    In Painter, when baking maps, as I show make sure you select 'Mesh ID/polygroup' in the ID map. That isn't the default option, so without changing it, it won't work.
    If still having problems, can always post on the Blenderartists.org forum with some screen shots so I can more easily see what maybe wrong.

  • @SonoLucaMoretti
    @SonoLucaMoretti 9 месяцев назад

    You help me so much, i was struggling to input well my object to this substance. All UVs were unwrapped very well, 0 overlapping etc... but the issue was they weren't in the same uv grid...
    Still dont get very well the workflow process on substance with this vertices painting or adding a material pre-importation, and i was on sub designer, maya, zbrush blender etc... but this painter is really strange 😂

    • @antgib
      @antgib  9 месяцев назад

      Good to hear it helped. Yeah, coming from Blender it took me a little time to 'unwrap' how Painter does things and work that back to Blender to then work out what I needed to do in Blender to make things easier to work with in Painter. But once figured out, I just do the same steps each time now, pretty much as I show in the video.

  • @05BW
    @05BW 9 месяцев назад +3

    Please speak up I can hardly hear you 😩

    • @antgib
      @antgib  9 месяцев назад +2

      Sorry. The audio is largely normalised and should be fairly loud, at least it is even on my lowish speaker volume levels. That aside, I do always include full subtitles.
      Even so, I have been meaning to look into Resolves audio tools and see if I can more limit and even things out.
      Nevertheless, thanks for watching.

    • @1knightstands
      @1knightstands 9 месяцев назад +2

      The audio is great. At even 40% was loud and clear, thank you for all the info