Thanks a lot, a good reference can be very handy to achieve the results, my previous hand-painted textures were too bad, I am still trying to improve . cheers
Hi, I have a question about the pipeline. Is there any reason at all to add skin details on the normal or height maps using substance painter after the mesh has been imported? For example, all the geometry should be carried over from the high resolution mesh so there should never be a reason to add more using substance painter correct? Or is there geometry in substance painter that can add that zbrush or any sculpting software can not? I just find it a little overwhelming you can add skin pores in Zbrush, but also do so using smart materials in Substance as well.
Sorry for the late reply, i usually add details in zbrush and then bake them but sometimes I add details in painter too, it depends on the requirements
@@rohitsinghbhui Thanks. There is no difference though right? You can add all skin pours and details on Zbrush entirely and you can just soley paint in substance? That is what I'm confused about as both programs overlap on the same feature of the pipeline. Zbrush can also do texture paint too, so why do people use substance? It's all very confusing.
@@murrowboy substance painter gives you more flexibility with layers, filters, generators and brushes, this makes painting more easier and easy to change anything later
Dude on :55, you lost me with all the maps on the right. I see you baked the AO and curvature maps. but where did all the other maps just suddenly appear from? Skin Details, Skin press? Also the black mask is already applied to the SSS and the AO after the bake? Did you cut that part out?
i followed you on art station And I really Inspired by your texture on Amrish puri texture , is this was handmade texture or in mari on xyz texture and displacement map Thank you
one way is to create a fill layer, create a mask of the area where you want the hairs. fill it with a bluish/greish color and add another noise layer to mutliply a black color.
what is the lowest lowpoly u took i mean in realistic character for polypaint did you take the very lowest subdivision level or did you take slightly hipoly subdivision level of head and then you projected your details of very hipoly of head on it i hope understand what im trying to saying
@@rohitsinghbhui thank you sir one more doubt sir i heard that in games it required low poly like for example a person is making a model which should be in certain number of tris or low no. of polygons basically im asking that he has to done his work in givin no. of polyguns sir can you explain this part its actually confuses me alot as a student
@@zeroextrovert9493 yes, in games there's a poly count limitation for characters and the poly limit is depends on hero or secondary characters, For example for a hero it can be around 80k to 100 K, for secondary ones under 20K to 30, it totally depends on what quality you are aiming for. i am not sure if this explanation you are looking for
Awesome work, thanks 😍
Thank you
nice explanation of color variation and small details thank you for video ;)
Glad it helped 👍
Thank you very much, watched first 5 minutes and learned more than in last 5 hours of different videos.
Great, I am glad it helps you 😍
Thank you very much for this tutorial :) You are a big inspiration :)
Awesome job...... Rohit
Great, you are cool!
Thanks 😊
Thank u so much I really don't know how works pipeline I really appreciate to you plz keep making videos
Great video as always. Thank you Rohit
Waooo Amazing! Thanks for sharing.
Hi Rohit.....I learn lot of things from your tutorial....Thanks & Respect
Thanks for sharing this process
Thanks Rohit...Could you slow down a bit?? most of us have been drinking tap water for many years..Look up Flouride
Awesome
shripal misal thanks
Great stuff! where can I get similar polarised images? thanks for sharing the knowledge!
sizovalex thanks, you can download the free model in unreal engine and take screenshots from there
37:42 creating stubble beard
Sick result, i wish i could use Substance painter like u do :D
Thanks a lot, a good reference can be very handy to achieve the results, my previous hand-painted textures were too bad, I am still trying to improve .
cheers
Wow! Thank you!
You should make more videos
Thankyou oh my lamb thankyou thankyou
I hope i did not disappoint you
Hey 👋🏼 can you explain how you created blending layer?
Hi, I have a question about the pipeline. Is there any reason at all to add skin details on the normal or height maps using substance painter after the mesh has been imported? For example, all the geometry should be carried over from the high resolution mesh so there should never be a reason to add more using substance painter correct? Or is there geometry in substance painter that can add that zbrush or any sculpting software can not? I just find it a little overwhelming you can add skin pores in Zbrush, but also do so using smart materials in Substance as well.
Sorry for the late reply, i usually add details in zbrush and then bake them but sometimes I add details in painter too, it depends on the requirements
@@rohitsinghbhui Thanks. There is no difference though right? You can add all skin pours and details on Zbrush entirely and you can just soley paint in substance? That is what I'm confused about as both programs overlap on the same feature of the pipeline. Zbrush can also do texture paint too, so why do people use substance? It's all very confusing.
@@murrowboy substance painter gives you more flexibility with layers, filters, generators and brushes, this makes painting more easier and easy to change anything later
thanks for this awesome tutorial dear Rohit Singh, I have an issue with (blue noise fast) , i could not enlarge it. Do you suggest a solution?
Thanks, I am not sure what you meant by "blue noise fast"?
@@rohitsinghbhui I mean filter, I was finally able to solve it. thanks for the answer
Dude on :55, you lost me with all the maps on the right. I see you baked the AO and curvature maps. but where did all the other maps just suddenly appear from? Skin Details, Skin press? Also the black mask is already applied to the SSS and the AO after the bake? Did you cut that part out?
After baking all the maps, you can apply the "Skin-Face" smart material from the shelf, Ao mask will appear once you have all the maps baked
i followed you on art station And I really Inspired by your texture on Amrish puri texture , is this was handmade texture or in mari on xyz texture and displacement map
Thank you
Thanks , everything is hand painted and used zbrush alphas for adding details
can you show the process for skin details
I will make a video in future but there are many articles and videos on Texturingxyz.com, they can help you to add skin details quicker
sir..can u teach us how to ceate hairs....which u have created in this character
one way is to create a fill layer, create a mask of the area where you want the hairs. fill it with a bluish/greish color and add another noise layer to mutliply a black color.
what is the lowest lowpoly u took i mean in realistic character for polypaint did you take the very lowest subdivision level or did you take slightly hipoly subdivision level of head and then you projected your details of very hipoly of head on it
i hope understand what im trying to saying
I took the 2nd level of subdivision from zbrush
@@rohitsinghbhui thank you sir one more doubt sir i heard that in games it required low poly like for example a person is making a model which should be in certain number of tris or low no. of polygons basically im asking that he has to done his work in givin no. of polyguns sir can you explain this part its actually confuses me alot as a student
@@zeroextrovert9493 yes, in games there's a poly count limitation for characters and the poly limit is depends on hero or secondary characters, For example for a hero it can be around 80k to 100 K, for secondary ones under 20K to 30, it totally depends on what quality you are aiming for. i am not sure if this explanation you are looking for
@@rohitsinghbhui u mean sir 80k to 100k TRIS ?
@@zeroextrovert9493 yes, for main heroes, it crosses more than 100k nowadays
can you tell me how you exported those high detail face noises ,skin pores and all to substance from zbrush?
Exported high poly from zbrush and baked them in substance painter
So how high-poly is your mesh to start with?
No, I used subdivision level 2 of my high poly
Do we have to have a cavity map
it will help to have some variation on your texture and it matches your skin pore details
how much you charge for designing full character, do you have freelance account?
Email me about your project details on rohitsingh.bhui@gmail.com
Bhai hindi me 1 baar substance tutorial bna lo
Jason Statham ?
Yeah, looks like a caricature of him now
I thought he was pope Francis at first look
@@jamesjaguar8734 😜
Is he jason stathem?
Haha, no, I didn’t notice while sculpting the head
@@rohitsinghbhui i was joking )) anyway ... good job man! Greetings from Russia!
@@andreys.105 thanks a lot dude 😍