Why I Switched From Blender To Substance

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  • Опубликовано: 4 июл 2024
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    Chapters:
    00:00 - Introduction
    03:28 - Fixing The Shirt Texture
    08:44 - Substance Painter
    17:19 - Using Layers
    Music:
    Brain Copy Syntax Error - Oh the City.mp3
    Moon Boots - Jobii.mp3

Комментарии • 222

  • @invisiladd8932
    @invisiladd8932 2 года назад +163

    I did like him without the bloody soars, however if you do go with this bloody route, make sure there is puss and maybe some gross green stuff oozing out which I think would make it creepier. Or you could also make some of it scabbed over to add to this creepy effect.

    • @lelduck6388
      @lelduck6388 2 года назад +6

      Maybe you can switch between the two and have him covered in sores as he gets hurt?

    • @invisiladd8932
      @invisiladd8932 2 года назад +7

      @@lelduck6388 I thought of this after. I could see like a tearable mesh, or when parts of it get hit those parts get removed. Idk how complicated that is considering you would have to have 2 models layered on top of each other.

    • @theogleigh7314
      @theogleigh7314 2 года назад +1

      Bruising aswell!

  • @sedonachapman
    @sedonachapman 2 года назад +76

    I think the scabs look good as tiny wounds if you decide to keep them at all. They kind of take away from all of the nice details you sculpted, they're kind of distracting, I also don't know if they really add to the idea of unwanted physical contact, though I suppose if they where to look like some sort of disease spread through contact. I don't know if you're going for zombies, but it really screams zombie, not deeper manifestations of trauma. Lmao it seems like you might agree since you got rid of it at the end

    • @vixa__J
      @vixa__J 2 года назад +3

      It would maybe be cool to make the skin gross (bruising, bloating) rather then wounds

  • @pedromiranda1524
    @pedromiranda1524 2 года назад +11

    I literally just read the comment talking about Substance Painter on the previous video wtf

  • @jr-bh5rm
    @jr-bh5rm 2 года назад +34

    i really like substance painter. im also thinking about learning substance designer. that one also works with node systems but its easier to make environment textures with it, like gravel, floorboards, rock walls, basically everything that has repeating or random patterns to it.

    • @allawi8120
      @allawi8120 2 года назад

      Exaaactly like me I want to learn substance designer
      Do u know that you can make a material like hand painted and works with every object you use
      This will save hundreds of hours 😭

    • @SweetLitzLM
      @SweetLitzLM 2 года назад

      @@allawi8120 I made a graph that does exactly this. I used it for all the textures in my game.

  • @Eyks001
    @Eyks001 2 года назад +45

    Most annoying part of Substance Painter for me is fact that it still doesn't support multiple UV sets.
    But brushes itself and bunch of presets makes it very comfortable to use. So in most projects I'm using both: Painter and Blender, for different actions.

    • @ansesyen1551
      @ansesyen1551 2 года назад +6

      Can I ask you what you mean with multiple UV sets? out of curiosity, since Substance painter has texture set support and UDIM support. I have a 3dsmax to Substance workflow and substance painter separates UV's in different layers if you assign materials to your texture sets. Or do you mean something else?

    • @bobsteven2363
      @bobsteven2363 2 года назад +7

      Substance painter supports udims. And it has been supporting painting across udims for quite a while. And if your not talking about udims and actual different objects with their own material, substance also lets you work with that. Treats each material as it’s own layer group

    • @Eyks001
      @Eyks001 2 года назад +4

      @@bobsteven2363 no. not UDIMs. Multiple UV sets. Different UV coordinates for same vertices, same exact triangles. Very helpful feature for game assets creation. For example, you have police car. Left and right sides can't be overlapped because of text on base color. But geometrically they are exactly the same. So for normal map car can be unwrapped differently, with multiple overlaps (left side on top of right), which allow you to get much better texel density with same resolution. It allows you to use smaller normal map (comparing to base color) in game engine for same quality, or get better shading while texture size unchanged. Works even better on asset packs with multiple similar elements: that technic allows to maximize texel density and variability at the same time.

    • @bobsteven2363
      @bobsteven2363 2 года назад +7

      @@Eyks001 So are you saying that you make a normal map for one model with stacked islands then you transfer that normal map to a model with unstacked islands? Doesn’t the normal map and albedo map have to map to the exact same uv coordinates because every fbx/obj have their Uvs baked in. I’m sorry, I’m having a hard time understanding you. Something I’ve never heard about. As for assets with repeating geometry, you can can stack their uv islands to save space and on substance painter, you can bake and paint them. What you do to one is copied to the next. Hmmm maybe you can show me a video that has what your saying

    • @Substance3D
      @Substance3D Год назад

      @@Eyks001 This is somewhere in the backlog (no ETA though)

  • @KevinGeneFeldman
    @KevinGeneFeldman 2 года назад +22

    I'm a 2D artist like you, I tried making a 3D avatar rig and it was a nightmare. It was a week of scrounging for any kind of tutorial or post or anything to fix a billion problems that didn't make any sense. I'd love to fix all of the issues with my character that I didn't realize would end up being problems, but damn if I can't relearn all of that just to try again. I just can't work creatively in an endless sea of complex connectivity between systems and drop downs and code and plugins and maps and nodes. Its like I just want to adjust things but you can't because it screws everything else up in the conga line of systems and functions that all interconnect in ways you cant foresee. And that was before I even got to substance painter.

    • @dx3910
      @dx3910 2 года назад +5

      Agreed -- programmer turned [bad] artist here, but despite this, I nearly gave up rigging. It's not you. Historically, things are this bad because 3D file formats were treated like trade secrets -- Blender only got attention long term because, being OSS, a lot of the format problems were solvable by random people. However, Blender seems to be the least usable, and that's unlikely to change. It has roots in Amiga and attracts almost exclusively sqaure-eyed developers, so almost all of its problems were intentionally programmed for "reasons"... good luck explaining to these guys that leaning on Python was the wrong choice. When you move to Max/Maya, however, you pay more, lose a ton of customization for workflow, and are stuck with Autodesk, so Blender still winds up being "better" in a lot of cases. If you move to the sculpting apps, getting your mesh exported in a format that isn't damaged becomes an exercise of working around limitations and guess work. Argh!
      But I'm a newbstick and have no idea what's out there these days, maybe you'll get a helpful comment instead of this peanut gallery BS from me ;)

    • @drumboarder1
      @drumboarder1 2 года назад +2

      @@dx3910 that's weird I've only ever heard people sing blender's praises when it comes to rigging, saw some professional say they would export from Maya to blender for rigging then send it back to Maya for animation.
      I started mucking around with Max in the late 2000s n rigging was a nightmare, at least for me because I couldn't find many guides so I used shortcuts n got janky results.
      I've only been back to 3d and using blender for like 7 months or something but my experience is rigging is incredibly Easy for the most part, the only real problem I've had is not knowing the right terms to search for solutions.. "bone direction wrong blender" gives you a loooooot of animation results

    • @dx3910
      @dx3910 2 года назад +1

      @@drumboarder1 You could very easily be right that Blender is best in class -- I wouldn't know how to compare. What I do know is that 20+ years of using complex software development tools like Visual Studio to build entire back-end systems was LESS taxing on my brain than the mechanical busy-work Blender makes you go through.
      Sure, after 7 months of using this one program, you'll know all the keyboard shortcuts by heart and most of the weird UI decisions won't get in the way anymore. But what about the rest of us, who don't have most of our lives to dedicate to a single craft? 3D shouldn't be an expert skill, it should be accessible to everyone. Developer tools don't rely on icons, randomly floating buttons, hidden menus, and invisible keyboard shortcuts... but 3D programs get a pass for being special in this regard.
      I like to pick on Blender because it's the jankiest in terms of usability. Just take the scene hierarchy, the default panel on the right side. It's useless. Right-clicks reveal nothing useful. Delete doesn't actually delete. Multi-select within the window is somehow *different* from multi-selecting in the viewport. And OK, if you have 7 months to get used to this stuff, it's fine I guess -- but it's really not fine, lol.

    • @drumboarder1
      @drumboarder1 2 года назад +1

      @@dx3910 I'll give you that it's janky in ways but far less janky than Max was when I used it, after about a week of blender I was much happier than I ever was with Max (which I used on n off for a few years basically learning by trial n error).
      I'm not a 3d artist or anything, only ever dabbled like I do with photoshop (now gimp), music design (reaper, the others I've hated) making whatever mods for games (you want jank? Random modding tools deliver that in spades), etc.
      3d software is complicated because it's able to do so many things, if you want something basic then you'll have to find something very specific, maybe mudbox that's exclusively sculpting, I only tried it in 09 for 15 minutes before my PC exploded but there wasn't a whole lot going on.
      People say mixamo can automatically rig for you, maybe give that a go.
      While blender definitely has its flaws, it needs to be complicated in order to be useful

    • @2010cam1
      @2010cam1 2 года назад

      How complex was your model? If you're just getting into 3D I would keep it simple and do something basic even if it is a bit boring compared to your 2D creations!

  • @burningbright2003
    @burningbright2003 2 года назад +23

    Mask Tools in Blender have almost everything of Substance painter...but Painter is a full fledged software specifically designed for texturing

    • @LarsVision
      @LarsVision 2 года назад +2

      Agreed. One can achieve similar results directly in Blender, with a bit more finagling. Thanks to Blender's open source team.

    • @burningbright2003
      @burningbright2003 2 года назад +1

      @@LarsVision yes...exactly

    • @BoroCG
      @BoroCG  2 года назад +7

      Can't project brush strokes properly though.

    • @mrmensje1
      @mrmensje1 2 года назад

      @@BoroCG so strange how the texture painting brush doesn't work like that, thankfull the sculpt brush does tho! xd

  • @ARDIZsq
    @ARDIZsq 2 года назад +9

    I've been looking for a really good video showing WHY you'd want to buy Substance if you're using Blender, and of course you were the one to make exactly the video I needed. You covered everything I needed to know, AND you explained why it's better than Blender. Absolutely amazing.

    • @BoroCG
      @BoroCG  2 года назад +1

      Glad I could help!

  • @maoradulescu4753
    @maoradulescu4753 2 года назад +2

    Massive respect dude - looks sick!

  • @cyrkielnetwork
    @cyrkielnetwork 2 года назад +2

    Standard price on Steam is $150 per app, or $220/year +30 assets a month, or you can pay $20/month and cancel anytime.

  • @DileepNow
    @DileepNow 2 года назад +2

    For fabric patterns that need to bend or wrap on to a model, I use extra UV layouts in blender where the piece of cloth is unwrapped like spread out unstitched fabric verically and horizontally aligned to U and V axes. The stiches of clothing will not always line up with the UV seams so I will make two or more UV layouts and mask textures to blend them. Its a bit complex but this way you can keep it all in blender and keep your textures procedural so that tweaking things down the line is easy.

  • @slade6257
    @slade6257 2 года назад +39

    Yes yes yes..... absolutely yes....if you are texturing anything now a days and trying to make it look professional...you have to you substance painter or Mari. I am no pro but i have met people who are pro and it has to be this way or it have to be the hard way. Videogame development is already a very deficult endeavour and if you don't want to re-invent the wheel you have to invest into substance along with something that works as photoshop.

    • @sadstrongman271
      @sadstrongman271 2 года назад +1

      youd be surprised. the convenience of substance is how it corrals you into a workflow with no other options. you can mimic that workflow in other software. personally i dont like their fractal textures or anything, cycles is way cooler but it just takes more to compute because its more complex. substance makes materials that almost look cartoony

    • @RyoMassaki
      @RyoMassaki 2 года назад +1

      @@sadstrongman271 So you blame the tool because some artists using it are lazy and go for the fastest route?
      That's kinda stupid, you know?
      You can work with whatever texture you like in Painter and you can generate you own procedural mask and smart materials.
      Working with procedural shaders in Cycles is not only more compute intensive it also takes 10x longer.
      It's not even in competition with Painter - its a totally different sport. You want to create surfaces with proceduralism and whatever else in a node base environment?
      There is Substance Designer which is made for this.
      Both combined give an artist a serious edge over anybody not using them.

    • @sadstrongman271
      @sadstrongman271 2 года назад

      @@RyoMassaki interesting calling my opinion stupid because you dont agree with it, You know? it generally creates inferior looking textures that are more suited for games like overwatch or other stylized games. working with procedural shaders in cycles does not take 10 times longer- or maybe it does if you dont know how to do it. but looking at what his final results are in substance here is proof enough of my point. it looks like people are prioritizing convenience over results. ive used substance, i almost made the full jump over to it years ago. but sticking to cycles has been way more worth it because you can do way way way more with cycles. if you want 2 drag and drop 2 dirt textures and make a cavity map and call it a day thats great you can do that in substance.

    • @RyoMassaki
      @RyoMassaki 2 года назад +1

      @@sadstrongman271 Its a stupid opinion because it is wrong and you are essentially arguing using a fallacy.
      "It generally creates inferior looking textures"
      No it does not. Artists who use it may do so. "Garbage in, garbage out" applies. Yes, people are prioritizing convenience over working their ass off - this has always been the case. Blaming the tool for human behavior is just stupid.

    • @sadstrongman271
      @sadstrongman271 2 года назад +1

      @@RyoMassaki sorry baby if i hurt ur feelings :( but just look at the substance designer materials people make if u dont see it u dont see it

  • @dionysisms
    @dionysisms 2 года назад

    Substance I've found is one of the more intuitive programs for 3D, as always love to see your progress

  • @bigshroom4457
    @bigshroom4457 2 года назад

    This is so cool! I would want to see how it looks like if you give it a bit of fake shadows/painted ambient occlusion:- give the eye sockets a bit of shadow, and the stomach/back a dark outlines to show where the spine and ribcage are, giving the spine a bit more 'pop' and clear contrast

  • @RahfeN
    @RahfeN 2 года назад +1

    At first I resisted suggesting Painter, but since you're using it, I agree, it's so powerful! For the not glossyness on the dirty maybe look at the glossy map, maybe it's a matter of cranking the contrast. AND VEINS blue and green veins will help sell the skin ALSO BLOOD MAPS . You can literally draw veins and use as photoshop to blend then. OMG FRECKLES old people, sun damage, lots of freckles trought the face. Art with old people is so good I can't hold myself!

  • @SweetLitzLM
    @SweetLitzLM 2 года назад +4

    I always buy Substance from Steam and the thing is, you dont even need to update the software every year. Last version i bought before 2022 was 2019 and it served fine until 2022, when i think it got enough new features that was worth buying the updated version.

    • @SweetLitzLM
      @SweetLitzLM 2 года назад +2

      @@Notyourbusinesschap the price of the Steam is the same of using 3 months of the subscription. I used it for 3 years. Those features really didn't make a difference to me.

  • @nelyrions1838
    @nelyrions1838 2 года назад +3

    I love blender, its modelling, sculpting.. UV mapping, render etc are amazing... but texturing is left to substance painter. It IS just so good.

  • @YellowKing1986
    @YellowKing1986 2 года назад +3

    With subscription you'll get access to community created library of materials, some are really cool, and you get very advanced and good looking substance designer graphs with it. Not necessary, but can be very handy.

    • @Substance3D
      @Substance3D Год назад

      Actually you can access the community library without subscription (just an account). You may talk about Substance 3D Assets which are materials made by us.

  • @ericmonaghan1231
    @ericmonaghan1231 2 года назад +2

    i know in after effects you can change the number of triangles in that puppet warp. but ive never used it in photoshop
    now you can export between three programs!

  • @LikaAlaska
    @LikaAlaska 2 года назад

    The useful thing to keep in mind is that you can reimport you model Edit--->Project settings --> reimport. And you no longer need to bother if you have to redo youw unwraps. Your texture will allign with them although be aware that your brush strokes remain on the same place

  • @Rahviel80
    @Rahviel80 2 года назад +1

    He’s not just a witness, he’s a believer! Haleluja glory to the substance.

  • @steampunckairship
    @steampunckairship 2 года назад +5

    I feel like you should use wounds sparingly in clusters around the face, I think it will look more like sores and less like he fell face-first on a cheese grater. Unless that's the look you're going for, of course. That sounds like the sort of injury my grandpa would get on his way to the duck blind...
    (Do you have bottle dumps rural in Ukraine or is that just an American thing?)

  • @Clases3d
    @Clases3d 2 года назад

    so, if you get the perpetual license of substance by steam, you only need to pay more if you want to udpate? thats interesting, I use usbstance painter in my workflow and didnt know that. as a matter o f curiosity I wanted to know more about the addon you mentioned in the previous video, but that is interesting to know too, thanks for the info

  • @ThePCxbox
    @ThePCxbox 2 года назад

    How did you bake everything into one texture? Judging by your previous videos everything is a separate object. Ive recently been getting back into character modeling and this video was actually the tipping point for me into buying the steam version of substance painter. Clothes were always super finicky for me because of this reason

  • @panpan9956
    @panpan9956 2 года назад

    you can do something like the puppet warp in the latest version of substance as well, just set the layer projection to warp add more points and deform it.

  • @YellowKing1986
    @YellowKing1986 2 года назад

    Nice bro!

  • @ansesyen1551
    @ansesyen1551 2 года назад

    Quick question Boro, did you bake your model? I'm asking out of curiosity, because normally a generator like "edgewear" uses the meshmaps which are created from the bake. In this case, edgewear should only put dirt on the edges and high points because it uses the curvature map. If you did bake it, then ignore this question, but if you didn't then I highly recommend it! Generators work a lot better after you baked your model. It's also the strong point of substance, loading in your low poly and then baking your high poly on top to get amazing normal maps for games.

  • @MrMephiz
    @MrMephiz 2 года назад +2

    you should not warp your texture but actually use a straighten uv, keep learning you are doing great!

  • @aliosha123
    @aliosha123 2 года назад

    dude so now u are 3d artist :) welcome to the ganggggggg

  • @nyxicide
    @nyxicide 2 года назад

    I think that if you want to add wounds and stuff maybe instead of the face it could be just around the spine/shoulder area where his stomach is stretched, as if it's tearing slightly around whatever happened. Less like a zombie and maybe just weird. Also the face stuff distracts from it just being creepy and "off" instead of just like, "oh that's a monster" immediately. I think maybe if there was a tear at a shoulder blade that might be cool, maybe the skin is pealed back just slightly and showing whatever is underneath.

  • @donhoolieo4896
    @donhoolieo4896 Год назад +1

    Thank you for the tip on Steam! I never would consider substance just because it’s too expensive but that is actually affordable!

    • @BU-sj2gn
      @BU-sj2gn Год назад

      People still pay for software?

  • @stephenthomas00
    @stephenthomas00 2 года назад

    I never knew you could just BUY substance painter on steam, I knew it was subscription but thats awesome to find out.... subscribed!

  • @kaizze8777
    @kaizze8777 2 года назад +9

    Finally. You succumbed to the dark side and shed your "blender only" motif.
    Welcome to the pipeline

  • @sophtware
    @sophtware 2 года назад +2

    Adobe must have seen this video, the Steam price is now $149.99

  • @thommac6554
    @thommac6554 2 года назад

    would you consider releasing the mesh for maybe a community texturing challenge?

  • @w.a.hawkins6117
    @w.a.hawkins6117 2 года назад

    The other texture painting software you should check out are 3D Coat and Marmoset Toolbag 4. Both of them are clearly better than Quixel Mixer, and have their own distinct advantages over Substance.

  • @TheTimeProphet
    @TheTimeProphet 2 года назад +1

    Substance painter is good, but you can also use mudbox. Which lets you add a lot of extra detail. Your problem with your texture is that you haven't flattened your uvs correctly. I don't use blender I use 3ds max but you can straighten your uvs before exporting to substance painter. Then you can put your texture on straight.

  • @MrFour4th
    @MrFour4th 2 года назад

    yeah once you go substance, that's it no turning back. I learned it months ago and it has been serving me well

  • @gsqwirell4479
    @gsqwirell4479 2 года назад

    for the shirt texture, you could "just" keep the original one (in perfect squares) and change the UV island shape with the UVpins and live unvrap of blender. I think it's better this way with no need to go in photoshop.

  • @Milan23_
    @Milan23_ 2 года назад

    Is there any app for modeling from adobe???

  • @imhere8308
    @imhere8308 2 года назад

    Can you put the base human model in the description?

  • @3polygons
    @3polygons 2 года назад +2

    My biggest issue with Substance Painter is the color selector. I can just paint like in Photoshop having a color wheel (or even a box shaped color selector) _all the time_ on, it will disappear while painting, and the you have to click a bunch of buttons to bring it back, breaking the workflow. I have seen it is an unanswered complaint... (hey, if anyone knows how to fix it, I'm all ears... ) 👽

    • @BoroCG
      @BoroCG  2 года назад +1

      Oh yeah that's interesting to make work. Will let you know if I find a good setup for it

    • @3polygons
      @3polygons 2 года назад

      @@BoroCG I would be _very_ grateful, indeed. :) :) But please don't get discouraged if you don't solve it; I've tried a bunch of things... Even tried to find a paid addon or something.

  • @Rahviel80
    @Rahviel80 2 года назад

    Btw dude I offered you some knowhow in my last email, If you used it there would be no UV problems. There is only that much another package can give you before bad 3d fundamentals will show in your work. The tip is UV straightening, alignment and symmetry. If its clothing keep it on UV like fabric parts before they were sawn together.

  • @jamnstudio
    @jamnstudio 2 года назад

    when I looked it up just now on steam it was $149.99 per software. Still, better than $240 if you need just one app. If you need designer and painter why not make 2022 work for 2+ years, then still saving some $$.

  • @red4666
    @red4666 Год назад

    why would there be scale issues when you're just texturing in Substance Painter and get texture maps out of it?

  • @sayonara22222
    @sayonara22222 2 года назад

    Substance 3D painter 2022 cost 150$ on steam. Is that new? Did they increase the price from 60$ to 150$? (don't know if they are providing all the substance apps, from the looks of it, it looks like it's only substance painter)

    • @Substance3D
      @Substance3D Год назад

      it's generally 150, but can be modified by Steam depending on the region you live

  • @nachschreien9289
    @nachschreien9289 2 года назад

    i think itd be cool if the witness himself was relatively clean and unbloodied while the part hugging him is visably dirty/hurt/gross like a parasite on what at first glance looks like a well put together cleaner human when in ?reality they are apart of each other? this also depends on how you want the lore to go of course but yeah youre doing great

  • @infinitesimotel
    @infinitesimotel 2 года назад +1

    3D coat is another great texture painting program alternative

    • @MrERJ1992
      @MrERJ1992 2 года назад

      Along with Agama Materials. There's also the Layer Painter add on for Blender.

  • @emamix
    @emamix 2 года назад

    Fix for problems with certain windows applications:
    • Right click the .exe file/ properties
    • Go to the Compatibility tab
    • Press the ”Change DPI settings” button
    • Experiment with High DPI scaling override
    •profit

    • @BoroCG
      @BoroCG  2 года назад

      Yeah as I said, it will make the whole app fuzzy, rendered in half-resolution. Which is how I work with it now, but it sure would be better to have full resolution for PAINTING ON A MODEL, ADOBE!

  • @Nafoxy_art
    @Nafoxy_art 2 года назад +1

    I started the video in the hype

  • @lukasz8934
    @lukasz8934 2 года назад +1

    Hi, as for 5th of June 2022 each app cost 126 euro on steam.
    Just want to point it out.

  • @balazs.gyurics
    @balazs.gyurics Год назад

    Actually Mari can handle the wrap of any painting node. I have no clue why Substance missing it, better to say, why the existing wrap UV layout (working only inside fill layer with projection) is so weak and limited as it is right now.

  • @i_dont_know_jack5896
    @i_dont_know_jack5896 2 года назад

    This is the way

  • @Ghalgh1
    @Ghalgh1 2 года назад

    Make the Skin more Blue purple color so ut would have more of a look like it has been there for a while, because if you look at it now it looks like it like just got there.
    And more skinier.

  • @kaiserakita
    @kaiserakita 2 года назад

    Can i texture for your project ?

  • @HiredGunGames
    @HiredGunGames 2 года назад

    My bad thought you said you paid 60$ for it without realizing you might have used other currency. I don't know where my brain was. still cool video man.

  • @Bokaj01
    @Bokaj01 2 года назад

    I'm a longtime user of Substance Painter. I just want Substance Painter - I don't need Designer or Sampler. I used to pay 75-100 usd per year with maintenance updates for just SP. And now this Adobe hell. F****** knew this was gonna happen.

  • @HamzaARTi
    @HamzaARTi Год назад

    how did u get the app on steam for 60$
    i found it for 150$ haha

  • @rudrakpatra6579
    @rudrakpatra6579 2 года назад

    5:30 I am guessing that you have not tried UV editing ,( apart from an image editor we also have a uv editor) there is no need for photoshop really. Pls comment if anyone needs some help.

  • @TiagoTiagoT
    @TiagoTiagoT 2 года назад

    The shirt texture warping thing sounds like it could've all be done inside Blender itself...

  • @hypano
    @hypano 2 года назад

    you may wanna take a look into Nvidea Omniverse

  • @drumboarder1
    @drumboarder1 2 года назад

    I sure do hope the painting update to blender makes it somewhat comparable to substance, I'm not gonna support a subscription software n who knows how much longer they'll release stand alone releases on steam

  • @kylejennings819
    @kylejennings819 2 года назад +1

    60?! Woah it cost me $170 a piece on steam. Bought them 2 months ago

  • @NickEnchev
    @NickEnchev 5 месяцев назад

    If you know how to UV and use the export tools, you should have ZERO problems going between software. I use ZBrush Maya Substance Painter/Designer Marmoset. You're exporting raw vertices around, there's no reason at all to have any issues if: 1) Your geometry is good, 2) You read all the checkboxes in your export dialogs. Not to mention that, when you go back from a texturing software to your 3D package, you're only bringing back images, not geometry.

  • @Killator
    @Killator 2 года назад

    is this in my adobe subscription (i got the everything sub)

    • @Killator
      @Killator 2 года назад

      so my "all apps" subscription.. is NOT all apps. how does that mean "All" lol wtf

  • @mariam19554
    @mariam19554 2 года назад +2

    Oh that's absolutely gross, I love it!

  • @leax1337
    @leax1337 2 года назад

    Is there a blender expert here? I can't believe blender doesn't project the brush on to the surface, i just thought i didn't find the option yet.

  • @leethememerwolf
    @leethememerwolf Год назад

    substance makes more sense first thing id say is well the resolution is way better on substance but lovin what your creating BoroCG

  • @arrangemonk
    @arrangemonk 2 года назад

    i would have used a second uv set making the polys align to xy axis and then make it fit and then reproject it to the other uv set, but i have a weird uv transformation fetish, i cannot be trustet

  • @izaahcruz5759
    @izaahcruz5759 Год назад

    I just wanted to say that even know you didn't mean t make it, *because you are making a follow along vid* but Thanks you for the symbol on the stomach It's looks cool to me.

  • @vuurtoorn
    @vuurtoorn 2 года назад +4

    wouldn't it be cool to add necrosis on some places?, just like patches of black rotting skin

    • @BoroCG
      @BoroCG  2 года назад +3

      Also yellow spots. May sound lame, but on corpses it looks very real to use actual cadaver decay colors like that

  • @armedsteelstudios8582
    @armedsteelstudios8582 2 года назад

    This is awesome, but I was eating while watching... I almost puked at 11:17 lol

  • @typistkid9012
    @typistkid9012 2 года назад

    video was awesome, but maybe use the shirt next time instead of flesh to reduce therapy expenses

  • @IrocZIV
    @IrocZIV Год назад

    Finally picked up Substances Painter, but the price has gone up to $150

  • @PCgmesforever
    @PCgmesforever 2 года назад +3

    regarding puppet warp function I think I found something simmilar in krita. This tutorial talks about that function ruclips.net/video/TQ8iIQU9KHc/видео.html . The idea seems to be more less the same although I understand that in some cases it still may be preferable to use photoshop for this. Awesome video as always! :)

    • @BoroCG
      @BoroCG  2 года назад +1

      Oooh that looks really close! Maybe actually just about the same, which is awesome, thank you!

    • @0rdyin
      @0rdyin 2 года назад

      The same thing could have been achieved in substance painter itself using a transform filter..

  • @3polygons
    @3polygons 2 года назад

    Is anyone else using Substance Painter with only a GTX 1650? The minimum requirements specify a bit higher cards (at some forum I read about a 1660 6gb), but I am working fine with the 1650. Adobe lists as minimum: 1060 (I suppose the 6gb version), Quadro M2000, and RX 580. All of which are "kind of" better than the 1650 (and with more VRAM) but not by much, except in the memory amount. As "recommended" it lists the 2080 (then, like a 3060 ti?), Quadro RTX 4000 (I prefer to buy a new car), or an AMD RX 6700 XT. And ideally, their "optimal" recommendation would be the 3080, Quadro RTX 6000, and RX 6800 XT. Dunno, I hope not to hit any problem with whatever the project, but the 1650 4GB is working for now.... :S 🤔

    • @MyKiruha
      @MyKiruha 2 года назад

      I use it with 1050ti. Works fine by me

    • @3polygons
      @3polygons 2 года назад

      @@MyKiruha That is _really_ good to know, as I have only made basic projects till now, but the 1050ti is extremely similar to the 1650, so if it is fine in Substance, definitely then both are fine. Thanks!

    • @MyKiruha
      @MyKiruha 2 года назад

      @@3polygons yeah, so dont wory. I use substance with complex models(5-7 pieces) and a lot of subdivision and it World quite fast. Only one thing needs to say is that tout need a lot of memory 32gb+.

  • @19n6n19xx
    @19n6n19xx 2 года назад +1

    I thought it was about artists using substances when they make art 😂

  • @SweetLitzLM
    @SweetLitzLM 2 года назад +1

    those wounds in his body are actually making me feel sick so congrats

  • @ManAtPlay
    @ManAtPlay Год назад +1

    Just Realize that u r from Ukraine) Тішуся, що під кожним відео є лінк на донат для підтримки українського народу. Дякую! зараз це як ніколи цінно і важливо!

  • @diegoelcriticonomamon8240
    @diegoelcriticonomamon8240 2 года назад

    Disgusting beans.... love it

  • @houstonhelicoptertours1006
    @houstonhelicoptertours1006 2 года назад

    I'm more of a Mari person myself... but good choice.

  • @vuchsloch
    @vuchsloch 2 года назад

    just looked up substance. its adobe now. sad :(

  • @calmghosts
    @calmghosts 2 года назад

    Substance painter let’s you get a lot more detail then texturing in blender alone could.

  • @overdev1993
    @overdev1993 2 года назад

    I dont think using one layer for different kind of strokes, at least colorwise and with different roughness/reflection is a good idea at all

    • @BoroCG
      @BoroCG  2 года назад

      I mean I wouldn't say never. There most definitely are situations where you just want to add some various tiny dirty details without using a ton of layers. Maybe it makes more sense if you're a painter. In any case, I was talking about technical differences in the engines, and the fact that you can set up material properties in the brush at any point instead of having to create another layer every time - I think it's a much more flexible setup

  • @oceanrandles2166
    @oceanrandles2166 2 года назад

    Why does he look like a friendly old man tho?

  • @Thecommentor59
    @Thecommentor59 Месяц назад

    i use blender mainly because its free and as an 3d artist i don't make enough to offord all these software suites and i get paid 500 per month even though i am working 8 hours 7 days a week. its sad sad world.

  • @arrw
    @arrw 2 года назад

    $60? In the US they're $150 each. Still an amazing deal but not as amazing as $60. I still buy both painter and designer every year on steam.

  • @MadaraUchiha-wu9ze
    @MadaraUchiha-wu9ze 2 года назад

    i think that blood isn't creepy and steals the focus on the more creepy stuff
    tiny wounds are ok,, but that's just too much imo
    at least too much for the face

  • @switchsinner
    @switchsinner 2 года назад

    great vid, my only issue is with the pentacle. silly, ik, but pentacles are demonized so often :( pentacles actually symbolize the five elements of water, earth, air, fire, and spirit in pagan and wiccan culture and spirituality. it's not evil at all. i just ask that you're respectful of that!

    • @BoroCG
      @BoroCG  2 года назад

      Hi! Um, so what about the upside-down version though? I drew an upside-down pentagram, which is a symbol of satanism, usually visualized with a goat in it. Like, a cross is also not an evil symbol, but an upside-down one is used to describe quite opposite opinions. Right?

  • @user-ge6pn3ym2b
    @user-ge6pn3ym2b 2 года назад +3

    Wtf. I don't want to pay 200$ every month for software i don't need. I don't want to download steam just to use substance. I just want to buy a software once and use it freely. Adobe ruins everything what they touch. Their love to money is just out of this world.

  • @HuffleRuff
    @HuffleRuff 2 года назад +1

    I don't touch Adobe unless it's a pirated version.

  • @TheCubecrafer
    @TheCubecrafer 2 года назад

    Why not make it into a 3d art piece at this point

  • @finnfrench8951
    @finnfrench8951 11 месяцев назад

    yeah i liked it better without the blood

  • @Kept-safe-Locked-away
    @Kept-safe-Locked-away Год назад

    The wounds cost you the ability to almost think it’s a person, which I thought you’d been going for this far, so I think you shouldn’t use them

  • @hamzekshan7263
    @hamzekshan7263 2 года назад

    2nd comment ❤️love ya man!

  • @cyborgmetropolis7652
    @cyborgmetropolis7652 2 года назад +1

    Free vs Adobe pricing. I'll stick to Blender.

  • @hrstwn
    @hrstwn 2 года назад +1

    the thing about Substance Painter is, Adobe will probably stop releasing the Steam version next year because _Adobe_. But the Steam version is really great. It works natively in Linux!

  • @Pinguiny13
    @Pinguiny13 2 года назад

    it is also weird if you'r working on a cintiq...like the submenus pop op on another screen, and eyedroper works weird. so the only solution I found is - make tablet screen main and beeing not extended workspace. wich makes no point in using a second screen, other wise you are demonstrating your work process to an audience.

  • @maikeru01
    @maikeru01 2 года назад +3

    the back is not recognizable with all the wounds in it. jut looks like a weird bloated stomach. i think we need to see the back anatomy to know what it is.

  • @VadimAndreyev
    @VadimAndreyev 2 года назад +1

    Substance Painter is great for something simple. But if you want to make something really complex you need to use nodes. Nodes give you the real power, especially for animation. You can't even play with UVs in Painter. Once you realize how much easier it is to use many UVs, masks (yeah, you can use masks and modifiers the same way in Blender) and nodes workflow you will never go back to straight layers.

    • @cooldragoncool3046
      @cooldragoncool3046 Год назад

      Well for nodes substance designer is king and it has much more control than blender can provide
      And has lot of variations, generators etc
      But its not true that you can't make anything complex in substance painter
      You can .. you can create even the super complex material in painter too

    • @VadimAndreyev
      @VadimAndreyev Год назад

      @@cooldragoncool3046 the purpose of SD is so much different so I can't agree with you

    • @cooldragoncool3046
      @cooldragoncool3046 Год назад +1

      @@VadimAndreyev substance designer purpose is to make materials and that too procedural which blender can't
      So whats different purpose it serves i can't understand

    • @VadimAndreyev
      @VadimAndreyev Год назад

      @@cooldragoncool3046 in Blender and Painter you can paint

    • @cooldragoncool3046
      @cooldragoncool3046 Год назад

      @@VadimAndreyev painter have generators masks grunge maps etc blender don't have that