Cool tutorial! I was wondering about the UV tile, is it in cm or m, or an imperial equivalent, and also are they UV'ed and unfolded? I'm kind of struggling on the scalability and resolution of the textures. when I experiment I don't have that instinct yet like I do when I sculpt and I make it worse. I want to create smart materials for a new project I'm working on for class to experiment and to do a project with friends using a stylised style. This is my training for our new game and for myself.
For texturing you need to unwrap the model, of course everything is uv unwraped. You need to maximize the space when unwrapping in order to get e better texture resolution.
@@ninashaw-gameart I do the same thing, I probably had a tad bit more texture resolution. I tried both cm in m, a big difference in scale like a 100 to 1, so decided to use metres instead since it's real scale for game engines. I sometimes use the sample models for to create smart materials. I've used Substance Designer for the first time today, a lot of work ahead of me. Thanks for the reply.
It such a wonderfull tutorial, but since I'm totally new on it, I dont get it how to make the position and AO. cause it wont work on my black mask generator. thankyou^^
If you are new, you must watch first how to bake maps in substance painter (you need to bake all the maps to correctly texture your models). You can watch this tutorial: ruclips.net/video/2eitnKweXxg/видео.html
Thanks 👌
while this is really cool for stills i would advise to use shaders in any other case where this is supposed to be used in a game
Thank you for the advice!
Cool tutorial! I was wondering about the UV tile, is it in cm or m, or an imperial equivalent, and also are they UV'ed and unfolded? I'm kind of struggling on the scalability and resolution of the textures. when I experiment I don't have that instinct yet like I do when I sculpt and I make it worse. I want to create smart materials for a new project I'm working on for class to experiment and to do a project with friends using a stylised style. This is my training for our new game and for myself.
For texturing you need to unwrap the model, of course everything is uv unwraped. You need to maximize the space when unwrapping in order to get e better texture resolution.
@@ninashaw-gameart I do the same thing, I probably had a tad bit more texture resolution. I tried both cm in m, a big difference in scale like a 100 to 1, so decided to use metres instead since it's real scale for game engines. I sometimes use the sample models for to create smart materials. I've used Substance Designer for the first time today, a lot of work ahead of me. Thanks for the reply.
It such a wonderfull tutorial, but since I'm totally new on it, I dont get it how to make the position and AO. cause it wont work on my black mask generator. thankyou^^
If you are new, you must watch first how to bake maps in substance painter (you need to bake all the maps to correctly texture your models). You can watch this tutorial: ruclips.net/video/2eitnKweXxg/видео.html