Hey Dude, just a note, you probably really do want "Global Adaptivity" on, you can get wildly inconsistent densities between objects otherwise. The slowdown is negligible and worth it. Unless you really tested and found that not to be the case, then i'd love to hear why!
You might be right. When I tested I saw virtually no difference between the 2 but I was only looking at the high poly. Since it was slower I just turned it off. But after looking at a decimated version the geo does seem to be better with GA on. Thanks for letting me know!
The slowdown can be significant, but yes, it does improve the overall distribution of polys. We are just deploying now some memory savings that will make the global adaptivity a lot more optimized.
@@MechNuggets it really depends on the scene. If you have large, smooth or flat layers and small, very complex/curved layers, it will reallocate poly budget from the large layers to the detailed ones. If all pieces have approximately the same level of complexity, global adaptivity does not matter as much.
Nice pipeline, single software is the best to do all the work, i believe that not even in maxon we can have the chance of doing so quick and easy like in substances!
I want to say, yes I enjoy the education content a lot, but I always watch as much as your workflow demonstations. They are a bit fast, but I stop them to see exactly what you are doing or buttons you hit. Like in the video where you instance a leg with 3 parts so they all are adjustable.
So apparently, and I learned this in the past few hours, the steam version of painter does not have the send to stager button. And it looks like there is no way to auto pair it all. I might need to just render in painter instead lol
Hey so I tried following along and when I tried putting the textures on the materials, it pretty much went over all the objects at the same time. Do you know what went wrong? Its supposed to be layer based right?
@@MechNuggets Oh. I think I just changed the colors with the bucket tool. Im still not super familiar with how the material stuff works... Oh I guess I gotta re render lol.
I have been baking my low poly meshes in Painter with the RAW file of the mesh exported from Modeler. I might be wrong and I am still learning too, but I think the RAW mesh has all the total polygons and gets exported in an instant. I just have problems trying to export big files out of Modeler, it usualy gets stuck during decimation =(
Hey Dude, just a note, you probably really do want "Global Adaptivity" on, you can get wildly inconsistent densities between objects otherwise. The slowdown is negligible and worth it. Unless you really tested and found that not to be the case, then i'd love to hear why!
You might be right. When I tested I saw virtually no difference between the 2 but I was only looking at the high poly. Since it was slower I just turned it off. But after looking at a decimated version the geo does seem to be better with GA on. Thanks for letting me know!
The slowdown can be significant, but yes, it does improve the overall distribution of polys. We are just deploying now some memory savings that will make the global adaptivity a lot more optimized.
@@MechNuggets it really depends on the scene. If you have large, smooth or flat layers and small, very complex/curved layers, it will reallocate poly budget from the large layers to the detailed ones. If all pieces have approximately the same level of complexity, global adaptivity does not matter as much.
@@davidepesare2564 Amazing thanks a lot 🙏 its gonna be really helpful
You have no idea how nice seeing you upload everything I hoped you would upload is. Thank you!!
You are right on top with this Substance Painter workflow. Just what I was looking for.
You're a legend MechNuggets! Thanks again for the insights and for putting out this process!
yes ! exacly what I hoped for ! thanks !
super cool, thanks alot for sharing this
This was something I’ve always been curious about! Thank you so much!!
Thank you for the time making these
Eyyyy this guy. Love it! Thanks for this!
Awesome and thanks for sharing ;)
Awesome video as always, for real, thank you so much for this tutorials Andre. 10/10
🔥!
Thanks for always showing up 🙏
Nice pipeline, single software is the best to do all the work, i believe that not even in maxon we can have the chance of doing so quick and easy like in substances!
Loving these new tutorials! 🙌🏻👏🏻🔥
Thanks Christian!
I want to say, yes I enjoy the education content a lot, but I always watch as much as your workflow demonstations. They are a bit fast, but I stop them to see exactly what you are doing or buttons you hit. Like in the video where you instance a leg with 3 parts so they all are adjustable.
Ill keep doing both, I enjoy the speedsculpts a lot.
Its easier with no talking XD
This is amazing! I wanted to ask you to explain your workflow for this next and you already did it! Thank you!
Gotta stay ahead of the game 😎😆
@@MechNuggets You're a mind reader😂
Hell yeah
Would love to see some long form videos similar to your livestream vods
Noted 👍Ill try to schedule something soon
@ thanks mate, been learning a lot
Sick
Man, Im not good in English, but for RUclips algorithmic I write the comment.
Really appreciate the effort XD
The goat
🤩🤩😘专业!!
This looks and feels like the Tiny Glade of modeling. Seems pretty cool and intuitive. There a non VR version of this for tablet and stylus?
You can use Md on desktop with a tablet. What makes it so strong is the VR mode tho, Id pick another software if you wanna do desktop only.
So apparently, and I learned this in the past few hours, the steam version of painter does not have the send to stager button. And it looks like there is no way to auto pair it all. I might need to just render in painter instead lol
Wait really? Thats sucks, I didnt know. Sorry about that. If I were you Id go make noise on the Substance discord and forums 😅
Hey so I tried following along and when I tried putting the textures on the materials, it pretty much went over all the objects at the same time. Do you know what went wrong? Its supposed to be layer based right?
Im really not a Painter expert but did you assign materials in Modeler?
@@MechNuggets Oh. I think I just changed the colors with the bucket tool. Im still not super familiar with how the material stuff works... Oh I guess I gotta re render lol.
what VR that you used?
Quest 3
I have been baking my low poly meshes in Painter with the RAW file of the mesh exported from Modeler. I might be wrong and I am still learning too, but I think the RAW mesh has all the total polygons and gets exported in an instant. I just have problems trying to export big files out of Modeler, it usualy gets stuck during decimation =(
I think the RAW and exporting at 100% is the exact same thing. It does export quite fast. But yeah the decimation can take a while 😅
Do you have one where you sculpt this in Modeler?
yes it starts at 7:48
dude what VR set do you use?
Quest3