In the military, I used to be an instructor of what would be considered complex subjects for the new student on using weapons, tactics, etc. Not everyone in a class would be familiar with the terminology I would be using , so I used a standard technique of telling the students what they were going to hear and see, then I'd give them the class. What I mean by that is that if I was going to teach a certain weapon, I'd first show them the various parts and terminology I would be using so that during the class they could keep oriented. Additionally, if there was a step or action that I felt they might have difficulty with, I would describe it in the first part of the class so they could put it context during the specific instructions. I use Blender and Substance Painter, so I can follow along already knowing the techniques and terminology. However, if I look at your presentation, a beginner would be lost. I would classify your presentation for intermediate users who already know about layers, options, anchors, etc. You have several thousand subscribers, so you are obviously doing something right. I'm only suggesting that the presentation could possibly be better if you broke into two parts. Part one would be going over the basics and terminology of what you will be presenting. Explain what techniques will be used and why, what aspects of Substance Painter will be used and why, and some of the special techniques you intend to use. Then begin your normal presentation so when you use "anchor point" and other terminology, even the beginner will understand what you are talking about. It adds time to the presentation, but it will help the pre-intermediate users to better follow what you are doing. Just my two cents. Not meant to be critical.
Hi, I was the one who presented this breakdown. This is my first time making a breakdown and I don't have academic background and to be honest I had struggled explaining in english. I've seen a few videos in this channel (owned by Thomas) and I was thinking that some basic things about Substance Painter or techniques and other stuff have already been covered by other artists especially from Thomas himself. Having said that, I don't want to repeat the basics and prefered to show my project files and explain briefly on what tools and how I use them. But thank you for the positive feedback.
This is it. I tried to write the same but with less elegance. I have the same issue I understand Blender and not much of substance painter yet. when I saw that side panel with the layers I was a bit lost on how you blend stuff together, what are anchors, how does substance painter knows what layer to paint on, etc.. It's probably just Substance painter basics, but for those who lack it, it's a bit confusing. Some of Stylized station tutorials are teaching stuff to people who already know half of it. :-) I'm not saying this is bad, I liked to see how it was made I just lack the basic understanding to appreciate it fully.
@@Extrone yes this is not step by step tutorial, it was just me showing my project and hoping people already know the basics and can learn something from my method. But nonetheless it's a good feedback for me to learn to explain in better way.
I had the same issue with anchor points. I just went out of my way to use them as much as possible in my projects until I learnt how they work and when you should use them :) brute forcing skills haha
Very nice. Stylized Station: You maybe should have a mini-series about substance painter basics. I know I can learn it a lot of other places as well, but it would be a nice addition. This was a good way to show how an actual texture was made in it, but for beginners, a lot of the terminus technicus is lost, including but not limited to masks, substracts, blending etc..
The outcome is gorgeous… very nice. Painter noob here ((I use a whole lot more Substance Designer), so, in general in Substance Painter artists end up painting/filling/smart-masking grayscale masks most of the time and the fill color + blending itself does the mixing for albedo, normals, height, etc? Or there’s also a way to ‘paint’ colors? Say, what if you want to “Warp (Color)” a part of it along the way.
Very good tutorial!! That go straight to the point, I like it ! I didnt knew there was tesselation in substance painter lol; and now i understand what is an anchor point and how it can be very useful ANd i discovered the hdri plugin for unreal engine, thanks!
How would you go abort importing and rendering the rice displacement and such in Maya? Would you just plug your height into displacement? Super awesome tutorial!
Heya this is fantastic. Just a question - when you said at 2:56 something about it being best to separate the meshes when baking in order to avoid AO issues, what do you mean? thxx
Something I just noticed, around 8:08 the Salmon stripes seem to physically drop into the mesh as if modeled that way. How did you get it to do that? I've tried changing the height parameter but it seems only the texture is changed, like the normals, not the height.
did you turn on displacement/tessellation in substance? and also change the source to height, check the settings here 3:27. Tessellation is only available in substance painter 2019 above.
Sorry to bother you :D But how do you import Substance textures in Maya? I know one way to do it, but it always seems so difficult. I'm sure there must be an easier way. By the way, great video! It was really helpful.
A bit late but, how did you do the rice height, as in it actually coming out? I get the way you make the pattern, but that pattern to actually impacting the height in the same way you have it. t looks like a regular height map, not like how yours looks like the model itself it being extruded using the pattern, how do you get it like that?
Q : Do you think you can make a ghibli-style background building with the Substance Painter? If you can simulate the feeling of oil painting with the Substance Painter, can you upload a tutorial?
Thank you so much for the tutorial, it’s really helpful! Just got a little question if you don’t mind. What were your settings for AO when you were baking it with other maps?
Hi, 3:25 I turn on the tessellation in substance painter and increased to maximum setting for subdivision count. If I'm not mistaken this feature is only for substance painter 2019 above
Is there any chance that there will be stylized tutorials using Quixel Mixer or Armorpaint? I really love your tutorials but I just can't afford Substance Painter right now :(
Sign up as a student, even if you aren't they don't check any of the stuff you insert. Then you get 1 year for free, after that you can then buy 1 year 50% off
I'd LOVE to have more free texturing software showcased, but there is a real lack of stylized work being done in Quixel and ArmorPaint atm. Hopefully that changes!
just pirate it dude. adobe can go kick rocks with this "software as a service" nonsense and there's no reason to buy a license for software they refuse to update.
@Viterkim, I actually am a student right now, I'm just not really comfortable with being able to use it for one year only and then have to pay a large sum to Adobe in order to keep my workflow. Maybe I will try it out, but I really hope that Quixel Mixer or Armorpaint will soon have almost the same functionality as Substance. Maybe instead of complaining I should try and do some stylized art in Quixel to bring some more attention to this software :D
Very good tutorial but only problem was it felt like you have squished a 1 hour tutorial into a 17 minutes video. So many parts got skipped without explanation. Toggling on and off the layers and skipping to the next layer without explanation about what goes on inside them was a little bit hard to follow.
Hi Josh, you can read more explanation about the texture process in Unreal Engine here drive.google.com/drive/folders/1HpiMLIm3DFLoLEGhgNxdLuvrfuHJRj5I?usp=sharing It's actually just basic setup if you already know Unreal Engine, the only different is that I use Fresnel node to make a Rim Light effect. Sorry couldn't explain it better, but I hope you understand the process by looking at the images that I've uploaded.
I am really curious that you modeled in one program, textured in substance, and rendered in Unreal Engine. Why not just use blender to do all those steps?
Hi, yes you can do all those in one software but I'm working in game industry right now, and this project is a practise to improve my texturing skill in painter and rendering in unreal, so that's why I use this workflow.
in times of vanilla WoW: Devs: Oh shit! this game engine gonna explode if we using textures more than 64*64! Hell with it, make some shitty texture painting in photoshop and begone with it! Players: Stylish TeXTuReS!!!
Cool tutorial but very disappointing that I couldn't follow, I guess this tutor is not for starters. Would be amazing if you make similar but easier tutorial for noobies
That's more like "Mastering Toon Texturing using PBR Shaders in Substance". There's no such thing as "Stylized PBR Material", there's only Stylized models and Lighting.. Change my mind.
Toon usually means Cel-shaded style though, this is what art teachers call painterly, which leans towards realism... calling it stylized PBR or painterly PBR makes sense to me.
For ANYONE struggling with texturing in Substance Painter, I've got your back
If anyone's struggling to follow along, use the < or > keys while the video is paused. Helps a ton during the quick movements.
In the military, I used to be an instructor of what would be considered complex subjects for the new student on using weapons, tactics, etc. Not everyone in a class would be familiar with the terminology I would be using , so I used a standard technique of telling the students what they were going to hear and see, then I'd give them the class.
What I mean by that is that if I was going to teach a certain weapon, I'd first show them the various parts and terminology I would be using so that during the class they could keep oriented. Additionally, if there was a step or action that I felt they might have difficulty with, I would describe it in the first part of the class so they could put it context during the specific instructions.
I use Blender and Substance Painter, so I can follow along already knowing the techniques and terminology. However, if I look at your presentation, a beginner would be lost. I would classify your presentation for intermediate users who already know about layers, options, anchors, etc.
You have several thousand subscribers, so you are obviously doing something right. I'm only suggesting that the presentation could possibly be better if you broke into two parts. Part one would be going over the basics and terminology of what you will be presenting. Explain what techniques will be used and why, what aspects of Substance Painter will be used and why, and some of the special techniques you intend to use.
Then begin your normal presentation so when you use "anchor point" and other terminology, even the beginner will understand what you are talking about. It adds time to the presentation, but it will help the pre-intermediate users to better follow what you are doing.
Just my two cents. Not meant to be critical.
Thanks for the fantastic feedback! That's a great suggestion.
Hi, I was the one who presented this breakdown. This is my first time making a breakdown and I don't have academic background and to be honest I had struggled explaining in english.
I've seen a few videos in this channel (owned by Thomas) and I was thinking that some basic things about Substance Painter or techniques and other stuff have already been covered by other artists especially from Thomas himself. Having said that, I don't want to repeat the basics and prefered to show my project files and explain briefly on what tools and how I use them.
But thank you for the positive feedback.
This is it. I tried to write the same but with less elegance. I have the same issue I understand Blender and not much of substance painter yet. when I saw that side panel with the layers I was a bit lost on how you blend stuff together, what are anchors, how does substance painter knows what layer to paint on, etc.. It's probably just Substance painter basics, but for those who lack it, it's a bit confusing. Some of Stylized station tutorials are teaching stuff to people who already know half of it. :-)
I'm not saying this is bad, I liked to see how it was made I just lack the basic understanding to appreciate it fully.
@@LaszloIvanyi I see, thanks for the insight! I'll keep that in mind for my future breakdown/tutorial
@@Extrone yes this is not step by step tutorial, it was just me showing my project and hoping people already know the basics and can learn something from my method. But nonetheless it's a good feedback for me to learn to explain in better way.
This is fantastic! Every time I think I have a good grasp of Painter I see something that shows I have much left to learn... Thanks for sharing!
I love this so much! I'm still trying to get my head around the useage of anchor points, but I love how clean the end result turned out!
I had the same issue with anchor points. I just went out of my way to use them as much as possible in my projects until I learnt how they work and when you should use them :) brute forcing skills haha
samE!
@@StylizedStation Do you have any tutorials in the 3D coloring book that uses anchor points?
@@turtlelearns3d The next coloring book tutorial coming out will cover anchor points in detail :)
@@StylizedStation cool!!
Wow, fckin hell ...
that is a gorgeous result.
Its great to get a understanding of the workflow! keep it coming! very useful for a beginner wanting to get into stylized art
Glad it was helpful! This platform is geared towards beginners, so I'm glad a lot of people are getting use out of it.
I was hoping to find toon looks mixed with pbr rendering and this was the first on that showed something I was looking for. Thank you for this !
okay, now I hunger for some sushi, real bad! Astonising work! When I got home from work I need to try out a lot of these at home! Thanks a lot!
Have fun! Save some sushi for me :)
man this is simply beautiful!
what a precious, precious man
Wow! Even 'Substance by Adobe' official youtube channel posted this video in their community tab🔥 Congo!! really great tutorial:)
So cool!
This is pure gold, thank yoouu!! Beautiful! And very helpful!
Glad it was helpful!
Very nice.
Stylized Station: You maybe should have a mini-series about substance painter basics. I know I can learn it a lot of other places as well, but it would be a nice addition. This was a good way to show how an actual texture was made in it, but for beginners, a lot of the terminus technicus is lost, including but not limited to masks, substracts, blending etc..
For real man, what a video, SOOOO GOOOD, I caould take so much info from just 17:00 minutes, thanks a lot!
ooh, I'm going to make some monster sushi using these techs!
dude thats amazing
Love the video, and now I'm going out for Sushi because I'm hungry lol
The outcome is gorgeous… very nice.
Painter noob here ((I use a whole lot more Substance Designer), so, in general in Substance Painter artists end up painting/filling/smart-masking grayscale masks most of the time and the fill color + blending itself does the mixing for albedo, normals, height, etc? Or there’s also a way to ‘paint’ colors? Say, what if you want to “Warp (Color)” a part of it along the way.
Love the Sal-mon Shooshi
Deh wey shue mak duh samon lul gud
I rate this video more than cool, thank u so much for sharing this video
Beautiful work, thank you for taking the time to make this video and inspire us.
Glad you enjoyed it! All the thanks goes to Handi for making such a wonderful breakdown.
Very beautiful and impressive
Wow!!! I was impressed with this tutorial
Thank you! Cheers!
That's awesome! Thanks!
Great video, love how often you use anchor, really have to try out that part.
it's really handy feature for sure ;) especially when you don't have high poly baked
the beast 😳
amazing! everyone here would like more such lessons)
Thank you for this great video
I.....Really.....Love....It~~~~~~~~~~~~~~~~~
I never expected a render to make me as hungry as ghibli does
Stylized shushi, for your health.
The ingredients of shushi sandwiches... peaches and guacamole.
Very good tutorial!! That go straight to the point, I like it ! I didnt knew there was tesselation in substance painter lol; and now i understand what is an anchor point and how it can be very useful
ANd i discovered the hdri plugin for unreal engine, thanks!
I have so much still to learn it's insane 😭
Don't we all?? 👀👀👀👀👀
How would you go abort importing and rendering the rice displacement and such in Maya? Would you just plug your height into displacement? Super awesome tutorial!
I work with this guy ! awesome tutorial, love to experiment more with stylized
hey pev! thank you! :D hope you make something nice from this
black magic
Wow
Heya this is fantastic. Just a question - when you said at 2:56 something about it being best to separate the meshes when baking in order to avoid AO issues, what do you mean? thxx
Thank you!
I subscribed. I do archviz mosltly but this is so interesting!
крутая работа!
Thank you very much!!!
Is this sushi modeling file included in the coloring book?
Something I just noticed, around 8:08 the Salmon stripes seem to physically drop into the mesh as if modeled that way. How did you get it to do that? I've tried changing the height parameter but it seems only the texture is changed, like the normals, not the height.
did you turn on displacement/tessellation in substance? and also change the source to height, check the settings here 3:27.
Tessellation is only available in substance painter 2019 above.
@@handiputra That did it! Thanks so much!
this man is a god
He sure is. I still can't believe its 3d.
I just found this channel and really really helpful thank you mas handi... Dang i really should stop watching useless video now
Oke bro siap, ente 3d modeling?
@@Ianksanders iyo mas saya 3d modeler
Sorry to bother you :D But how do you import Substance textures in Maya? I know one way to do it, but it always seems so difficult. I'm sure there must be an easier way. By the way, great video! It was really helpful.
A bit late but, how did you do the rice height, as in it actually coming out? I get the way you make the pattern, but that pattern to actually impacting the height in the same way you have it. t looks like a regular height map, not like how yours looks like the model itself it being extruded using the pattern, how do you get it like that?
Thank you so much
Jesus christ i love this channel
And this channel loves you
Q : Do you think you can make a ghibli-style background building with the Substance Painter? If you can simulate the feeling of oil painting with the Substance Painter, can you upload a tutorial?
I'm working on something like that in the future :)
@@StylizedStation thank you!!! I'm really looking forward to it
So prety!
I know! Its beautiful. Its amazing what you can achieve with just SP.
Thank you so much for the tutorial, it’s really helpful! Just got a little question if you don’t mind. What were your settings for AO when you were baking it with other maps?
COOOL
great!
thank friend. benefit for me.
wow, Thanks a lot. :)
Glad you enjoyed it :)
How come your height maps in substance painter actually change the geometry? Is there an option in the render settings for height maps to tessellate?
Hi, 3:25 I turn on the tessellation in substance painter and increased to maximum setting for subdivision count. If I'm not mistaken this feature is only for substance painter 2019 above
Is there any chance that there will be stylized tutorials using Quixel Mixer or Armorpaint? I really love your tutorials but I just can't afford Substance Painter right now :(
Sign up as a student, even if you aren't they don't check any of the stuff you insert. Then you get 1 year for free, after that you can then buy 1 year 50% off
I'd LOVE to have more free texturing software showcased, but there is a real lack of stylized work being done in Quixel and ArmorPaint atm. Hopefully that changes!
@@StylizedStation what about 3D coat?
just pirate it dude. adobe can go kick rocks with this "software as a service" nonsense and there's no reason to buy a license for software they refuse to update.
@Viterkim, I actually am a student right now, I'm just not really comfortable with being able to use it for one year only and then have to pay a large sum to Adobe in order to keep my workflow. Maybe I will try it out, but I really hope that Quixel Mixer or Armorpaint will soon have almost the same functionality as Substance. Maybe instead of complaining I should try and do some stylized art in Quixel to bring some more attention to this software :D
This is TOO STRONG
more. just, just, more.
wowwww
shooshi
cool
Is this also on the coloring book?
Nope!
Very good tutorial but only problem was it felt like you have squished a 1 hour tutorial into a 17 minutes video. So many parts got skipped without explanation. Toggling on and off the layers and skipping to the next layer without explanation about what goes on inside them was a little bit hard to follow.
I like some šouši myself
Can anyone tell me where I can find Unreal courses on how to render, shaders, light and material?
Great work Handi =)
thank you! :D
can you go more in depth on the texture process in Unreal, i see the nodes you have but i have no clue why you are using them or how to adapt them
Hi, I'll try to take a screenshot and put explanation for that, but once I finish with my work or maybe tomorrow.
Hi Josh, you can read more explanation about the texture process in Unreal Engine here drive.google.com/drive/folders/1HpiMLIm3DFLoLEGhgNxdLuvrfuHJRj5I?usp=sharing
It's actually just basic setup if you already know Unreal Engine, the only different is that I use Fresnel node to make a Rim Light effect.
Sorry couldn't explain it better, but I hope you understand the process by looking at the images that I've uploaded.
Han D. Thank you so much!
@@joshreidart sure, I hope it helps you
Han D. I just graduated and want to move into the games industry and I figured renders in engine would be preferable for companies
could somebody please explain to me how did he do the wassabi?
Orang lokal nih tutornya
I am really curious that you modeled in one program, textured in substance, and rendered in Unreal Engine. Why not just use blender to do all those steps?
Hi, yes you can do all those in one software but I'm working in game industry right now, and this project is a practise to improve my texturing skill in painter and rendering in unreal, so that's why I use this workflow.
⭐⭐⭐⭐⭐
in times of vanilla WoW:
Devs: Oh shit! this game engine gonna explode if we using textures more than 64*64! Hell with it, make some shitty texture painting in photoshop and begone with it!
Players: Stylish TeXTuReS!!!
hello hello bandung
Cool tutorial but very disappointing that I couldn't follow, I guess this tutor is not for starters. Would be amazing if you make similar but easier tutorial for noobies
Actually even if you know your way around Substance Painter and Unreal Engine, the information here is still pretty compressed.
De wey shue mak da samun lu gud
Me hungy
Handiii itu kah kau saya kenal suaranya
You're Indonesian ?
siapp
That's more like "Mastering Toon Texturing using PBR Shaders in Substance".
There's no such thing as "Stylized PBR Material", there's only Stylized models and Lighting..
Change my mind.
Toon usually means Cel-shaded style though, this is what art teachers call painterly, which leans towards realism... calling it stylized PBR or painterly PBR makes sense to me.
Kirain orang luar wkwk
The salmon looks raw. Better fry it