I mean, I'm watching a lot of youtubers but really you are doing your job perfect! no waste talking, no play around, exactly what i need you just showing. I hope other youtubers watch you and learn how made youtube videos. good luck for future.
this is objectively excellent content for a free channel. I have paid for many courses and this easily matches the level of quality of most premium classes. Really awesome.
Thank you for your tutorials. I really like the way you explain the problems or the solutions. Definitely helps me to understand the overall way of making things in 3D industry.
Hello, first of all, thank you for the detailed tutorials, they're really great, excellent work. I have a couple of questions. I watched the video related to UV, and as far as I understood, you worked on an optimized version, a low-poly version of the original model. Is a separate UV done for the high poly? That part is not clear to me. Do I first do UV and then optimize the model, or vice versa? As far as I understand, both high and low poly models must have the exact same UV for later baking.
i really like your videos, you just earned a new subscriber! but i have a question about UDIMs, how do i group them by materials? because whenever i click Layout, it rearranges them to random places again even if i've already arranged them beforehand.
Hi, thank you for the awesome videos you make. We all can really learn a lot thanks to your work. I have one question related to the material ID. When I try to export my high poly with multiple materials applied on it from Maya to Substance Painter, not all the materials seem to be successfully exported. If I have multiple materials on a single object then the materials of that object won't be exported. Only the "one material per object" will be exported. Do you have any idea on what's going on ? So far I've been baking a Material ID map directly in Maya and used it in Painter, but the result is quite bad even though I maxed out the settings (I get pretty low resolution and aliasing)
wow grate tutorial sir. this helped me on my current project thanks. can u do a tutorial on how to import textures into maya and arnold render. thanks.
Thank you for the great channel! Is this workflow of smoothing groups is needed for a VFX asset? Not real-time, just plain ol Redshift render of a hero asset, on a tv commercial. Thanks!
Yeah, you still need to make sure the smoothing is correct regardless of which engine you are using, even for offline rendering (Arnold, V-Ray, Cycles) and real-time rendering (Unreal Engine and Unity)
Thank you so much for the video! I heard that marmoset tool bag is doing a better job on baking hi-poly hard surface model to the low poly, compare to the SP, is that correct?
I've noticed people baking in Marmoset, texturing in Substance, and then render back in Marmoset. It just comes down to what you prefer and what give you the best results.
Thank you! There is still a performance impact of using UDIM textures in UE, it's not free but it allows you to use textures much more efficiently than just creating a large 4k or 8k map. I will be covering that in greater detail in a later tutorial.
Hi. What do you think about baking with weighted normals instead of averages(smoothed) ones? Can you record a video about pros/cons of using them, and how to avoid issues in Marmoset Toolbag?
Because all of the normal detail is going to be baked from the high poly model. If I wasn't baking high-to-low, then I would use hard edges for the smoothing.
I have a question. So when UV unwrapping the textures its important to put all textures in on tile. But you have unwrapped all the parts seperately and put them in different tiles so that also works ?
im sorry but on your previus video you eplain how to use udms in just one section of the granade so that secion was divided depending of how many chekerbosadrs your are using now all your granae is devided on and set and my mesh is not doing that
hello thank you for tutorials. How can ı export one uv map udims? my scene has alot of object. I must use Udım tile. but ı want to udim tile one map export substance painter. I dont want to alot of map export. Can ı do this? please help me
The point of UDIMS is that it creates a set of texture maps (base color, roughness, metallic, normal, etc) for every single UV coordinate (1001, 1002, 1003, etc). The good thing is you only have to apply the single 1001 textures and the rest will be streamed onto the model. When you load the texture, go to the attribute editor and next to 'UV Tiling Mode', select UDIM. Then it will automatically stream load the rest of the textures in. I've had a few people ask about this so I can can make a video about it.
Thinking about its purpose, it's okay, but isn't it too much for a small object using 4 texture set? , tutorial is excellent, thank you for your effort and time.
Bro whenever I import model in substance painter from maya it shows lowpoly. I try everything which I can. Please 🙏 give me solution about this problem
Are you viewing the model in Smooth Preview (3 on the keyboard) before you import it? You need to use 'Mesh Smooth' if you want to bring in the highpoly into Substance Painter or any other software.
I mean, I'm watching a lot of youtubers but really you are doing your job perfect! no waste talking, no play around, exactly what i need you just showing. I hope other youtubers watch you and learn how made youtube videos. good luck for future.
I appreciate it, thank you!
You saved my life!🥲
Glad I could help!
this is objectively excellent content for a free channel. I have paid for many courses and this easily matches the level of quality of most premium classes. Really awesome.
Much appreciated!
Thank you for your tutorials. I really like the way you explain the problems or the solutions. Definitely helps me to understand the overall way of making things in 3D industry.
Glad to hear it!
Wow these are tremwndously awesome tutorials! I wish you did also a full cycle like this with some guns, where the mesh is more complex!
Wow, I didn't know you can bake using naming convention in substance, now I don't have to use marmoset from now on. Thank you.
One less software to deal with but I do accept the fact Marmoset does have great baking tools. Have you used it?
I have used marmoset and really like using it to render. I'm planning to cover tutorials in the future.
Fantastic explanation. Keep going, top tier quality content.
Much appreciated!
we are lucky to having you
Thank you, always happy to share!
Thank you so much!
Glad it helped!
Hello, first of all, thank you for the detailed tutorials, they're really great, excellent work. I have a couple of questions. I watched the video related to UV, and as far as I understood, you worked on an optimized version, a low-poly version of the original model. Is a separate UV done for the high poly? That part is not clear to me. Do I first do UV and then optimize the model, or vice versa? As far as I understand, both high and low poly models must have the exact same UV for later baking.
No, just the low poly needs UVs since your only baking the high poly detail to the low poly model with UVs.
i really like your videos, you just earned a new subscriber! but i have a question about UDIMs, how do i group them by materials? because whenever i click Layout, it rearranges them to random places again even if i've already arranged them beforehand.
Hi, thank you for the awesome videos you make. We all can really learn a lot thanks to your work.
I have one question related to the material ID. When I try to export my high poly with multiple materials applied on it from Maya to Substance Painter, not all the materials seem to be successfully exported. If I have multiple materials on a single object then the materials of that object won't be exported. Only the "one material per object" will be exported. Do you have any idea on what's going on ?
So far I've been baking a Material ID map directly in Maya and used it in Painter, but the result is quite bad even though I maxed out the settings (I get pretty low resolution and aliasing)
Great and helpful thht's much needed sir
Glad to hear that!
wow grate tutorial sir. this helped me on my current project thanks.
can u do a tutorial on how to import textures into maya and arnold render. thanks.
Yeah, I'll look into doing some Arnold tutorials in the future
nice
Its Amazing video
Great content sir
Thank you!
Really helpful tutorial. Thank you very much!
Glad it was helpful!
much respect thankk you
Thank you for the great channel!
Is this workflow of smoothing groups is needed for a VFX asset? Not real-time, just plain ol Redshift render of a hero asset, on a tv commercial.
Thanks!
Yeah, you still need to make sure the smoothing is correct regardless of which engine you are using, even for offline rendering (Arnold, V-Ray, Cycles) and real-time rendering (Unreal Engine and Unity)
Thank you so much for the video! I heard that marmoset tool bag is doing a better job on baking hi-poly hard surface model to the low poly, compare to the SP, is that correct?
I've noticed people baking in Marmoset, texturing in Substance, and then render back in Marmoset. It just comes down to what you prefer and what give you the best results.
Amazing tutorial thank you! So Unreal Engine supports UDIM tiles natively without any performance hit on the GPU now adays?
Thank you! There is still a performance impact of using UDIM textures in UE, it's not free but it allows you to use textures much more efficiently than just creating a large 4k or 8k map. I will be covering that in greater detail in a later tutorial.
Hi. What do you think about baking with weighted normals instead of averages(smoothed) ones? Can you record a video about pros/cons of using them, and how to avoid issues in Marmoset Toolbag?
Why do you not want to use a hard edge on the sharp 90 degree angles like the middle area ?
Because all of the normal detail is going to be baked from the high poly model. If I wasn't baking high-to-low, then I would use hard edges for the smoothing.
Thank you! Do we need UDIM for game assets? According to my online search, UDIM are used in cinema and vfx, not really for game asset
They are used primarily for VFX but can be used in games for extra texture detail.
@@OnMars3Dbut when i export udims texture model as fbx. The texture is not aligning properly with model
When creating a new project in Painter, why didn't you tick "Compute Tangent space per fragment " box ? Plz explain, when to tick and when not to ?
I have a question. So when UV unwrapping the textures its important to put all textures in on tile. But you have unwrapped all the parts seperately and put them in different tiles so that also works ?
It just depends on the final output of the model. UDIMs are not required to texture your objects.
What if your low poly didnt have those gaps but just round? How does one get color there besides manually painting it on?
Hi, if I am having trouble with bakes of a certain tile but do not want to rebake the entire model, how can I do this?
im sorry but on your previus video you eplain how to use udms in just one section of the granade so that secion was divided depending of how many chekerbosadrs your are using now all your granae is devided on and set and my mesh is not doing that
Hey sir, I just have one more question, how would you name floaters that are absent in low poly but I want them to bake from high?
hello thank you for tutorials. How can ı export one uv map udims? my scene has alot of object. I must use Udım tile. but ı want to udim tile one map export substance painter. I dont want to alot of map export. Can ı do this? please help me
The point of UDIMS is that it creates a set of texture maps (base color, roughness, metallic, normal, etc) for every single UV coordinate (1001, 1002, 1003, etc). The good thing is you only have to apply the single 1001 textures and the rest will be streamed onto the model. When you load the texture, go to the attribute editor and next to 'UV Tiling Mode', select UDIM. Then it will automatically stream load the rest of the textures in. I've had a few people ask about this so I can can make a video about it.
@@OnMars3D thank you so much your answer. I think you can make a video about it. It will be beneficial for people. Thank you.
What material are you using for the ID? Standard surface?
Just phong and blinn, but you can use Standard Surface all the same.
Thinking about its purpose, it's okay, but isn't it too much for a small object using 4 texture set? , tutorial is excellent, thank you for your effort and time.
One question, isn't UDIM actually used on merged low poly mesh into one object?
It can be used for merged or multiple meshes, as long as the materials are shared, you can leverage UDIMs.
Hi. Do you need to use High Poly (sub D smoothed) or Low Poly (with UV and subdivisions) to bake ID map? Thanks)
You can use either the low poly or high poly to bake ID maps, as long as the model has material/color information, it will bake to ID maps
Bro whenever I import model in substance painter from maya it shows lowpoly. I try everything which I can. Please 🙏 give me solution about this problem
Are you viewing the model in Smooth Preview (3 on the keyboard) before you import it? You need to use 'Mesh Smooth' if you want to bring in the highpoly into Substance Painter or any other software.
@@OnMars3D yes I pressed 3
Before import
you sound like elmentza broo