Great tutorial and a great tip using the Polygon Fill for the black mask. It never occurred to me to use that in Substance Painter instead of a Color ID map...thanks!
Polygon Fill is really a great tool but in my opinion it doesn't totally overlap the ID mask convenience. If you want to apply the same material to many mesh parts in SP, the function "black mask with ID color selection" is the fastest method. Anyway these tutorials are enchanting.
Hello, how would you approach an asteroid when it comes to UV's and texturing? I always have the seems visible even though I use seamless textures. Thanks for any advice :-)
can I also export the texture map into a vector file? I want to convert 3d scans into texture maps which I can then use for precise wrapping of objects
what's wrong if the texture exported from Substance shows broken on Blender? It's like Substance created different UV's for textures than those in my Blender Project.
So did You unwrap and uv maped model first and then apply bevels???? Befere exporting to substance? I was sure thay you need to apply bevels before unwarping so they are included in uv map.
Could somebody explain me how it is possible that this uv map works? -you unwrap before you apply bevel modifier. If You export fbx with „apply modifiers” the mesh will actually change. Bevels will be added to real geometry, am I right? So the uv map should not work as geometry had changed. -when I use triangulation the shading is really bad so i need to use weighted normals in Blender. Here You have no shading issues. -i guess it is because of harden normals but still it should not work until “keep normals” is checked in triangulation modifier - i am really confused as i cannot export hardsurface model into other texturing software(3dcoat). It produces bad shading end errors with curvature calculation. I am stuck. Also i am getting much more triangles as my 3 segment bevel produces many vertices and triangles on corners. This somehow leads to problems with shading and curvature map calculation i guess.
This was a HUGE help! Thank you. The sharp edge selection was KEY!
Very good. And, your voice is very clear for understanding. Thank You.
Super helpful!! This fixed a major workflow issue I had for both Blender & ZBrush! Thank you for putting this series together. Greatly appreciated :)
Thanks! I've just started to learn substance painter and your tutorial really helps!
great m8
Great tutorial and a great tip using the Polygon Fill for the black mask. It never occurred to me to use that in Substance Painter instead of a Color ID map...thanks!
Thx, you are welcome
Polygon Fill is really a great tool but in my opinion it doesn't totally overlap the ID mask convenience. If you want to apply the same material to many mesh parts in SP, the function "black mask with ID color selection" is the fastest method.
Anyway these tutorials are enchanting.
Exactly what i was looking for, much big thankies.
Great, thx!
I would love to see you continue from here and take this result back to blender and create the low-poly and bake.
Agreed, this would be great @Jayanam
thanks a lot for teaching us these amazing lessons!
You are very welcome
@Jayanam, many thanks. That was exactly what I wanted to accomplish. Polygon Fill, gorgeous.
OWN!!!
Master Jedi!
Thank you very much for tutorials and tips!
You're welcome
You’re amazing.
Thank you :-)
Thanks for tutorial!
Thank you!
(Edit: i am also often Tweeting about your posted tutors ;-) )
You're welcome
Thank you
Thanks for the video... HAVE MY BABIES
Hello, how would you approach an asteroid when it comes to UV's and texturing? I always have the seems visible even though I use seamless textures. Thanks for any advice :-)
Could you show the proper way to straighten UVs to prevent aliasing in seam edge for when baking in substance painter?
can I also export the texture map into a vector file? I want to convert 3d scans into texture maps which I can then use for precise wrapping of objects
what's wrong if the texture exported from Substance shows broken on Blender?
It's like Substance created different UV's for textures than those in my Blender Project.
what i need to consider in stretching angle or area?
Im sorry but how did you even bake this ? You didnt select a high polt or the bake the low to itself option ????
How do me manage texel density in blender?
So did You unwrap and uv maped model first and then apply bevels???? Befere exporting to substance?
I was sure thay you need to apply bevels before unwarping so they are included in uv map.
Could somebody explain me how it is possible that this uv map works?
-you unwrap before you apply bevel modifier. If You export fbx with „apply modifiers” the mesh will actually change. Bevels will be added to real geometry, am I right? So the uv map should not work as geometry had changed.
-when I use triangulation the shading is really bad so i need to use weighted normals in Blender. Here You have no shading issues.
-i guess it is because of harden normals but still it should not work until “keep normals” is checked in triangulation modifier
- i am really confused as i cannot export hardsurface model into other texturing software(3dcoat). It produces bad shading end errors with curvature calculation. I am stuck. Also i am getting much more triangles as my 3 segment bevel produces many vertices and triangles on corners. This somehow leads to problems with shading and curvature map calculation i guess.