Awesome, so glad the tutorial is helping unlock new techniques for you already! Really motivating to hear the content is useful. Thanks for watching and the feedback!
Thanks so much, Loshke! Really glad you enjoyed the tutorial that much. Comments like this totally make our day. Thanks for watching and the kind words!
For selecting sharp edges you can go up to select option and click select sharp edges. It will select all the hard edges, making uv unwrap faster, hope this helps!
So awesome you completed the full tutorial project! Thrilled to hear you learned a lot too. Thanks for the feedback, means a lot! Would love to see how your version turned out.
Oh man THANK YOU. i have been trying to wrap my head around this workflow for like the whole day, this is the first video that made it clear. thanks a lot for not making it super complicated
Great video on how to make a shield! I do have to mention that there is the usual "blender problem", though. With this, we (educators and industry professionals) mean that an asset is not optimized. In any form of entertainment it is still important to optimize your meshes. Otherwise you run into the risk of having 300 GB+ games (shade thrown at AAA-studios), or excruciatingly long render times, among other issues. If you'd go back and show how to make an optimized version, and take advantage of the high-poly to low-poly baking workflow, many game art students, self taught artists, and of course educators, would be thankful. Additionally, I'd suggest trying to stick to a single 4k texture at most per asset, as this is usually enough for many assets at this scale. Texel density is your friend: TD of 5.12 for 3rd person games and 10.24 for 1st person games and 20.48 for film (although in many cases 10.24 is still enough). (TD of 5.12 = 512x512 texture on a 1m x 1m plane. Meaning 5.12px/cm) I hope my feedback can help create a better future for all 3D artists, no matter the skill level. All the best on your venture, I look forward to seeing more of your content. P.S. I'm aware many think that these things aren't important for VFX, or film, and so on. This is, however, not true. Even large VFX and film productions make optimized models and textures for the assets used in their shots and renders.
@@maredjabdou8406 Without going too far into specifics. One 1k map should be more than enough for a shield like this in a 3rd person game. Always be sure to check the texel density after the UV layout. Then you can be 100% sure.
if i am doing a 3d model for a video game do i need to model it on the same mesh? (for example can i model an axe with the handle and blade as two separate objects or do i need to connect them together into one object)
Thanks so much! Really appreciate you watching and the kind words. We aim to make tutorials simple and helpful, so I'm glad this one worked for you. Thanks for the support! 😍😍
Of course, your project deserved the shoutout! Keep up the awesome work, we can't wait to see what you create next! Thanks so much for watching and for being an inspiring part of this community.
That's amazing! We'd love to see how it turned out - please send us your version when you can. Thanks for watching the tutorial and letting us know it was helpful. Feedback like this helps us improve, so we really appreciate you taking the time!
Man you are such a fantastic tutor, I've been going through all your kits on here (some of them twice) to really nail down modeling techniques in Blender, coming from Maya but want to make the switch. It would be awesome to see an advanced modeling course from you doing several assets, would happily pay for that, your teaching is great. Thanks for all the help
Wow, thank you so much for the high praise and kind words! It means the world to us to hear that. An advanced modeling course is a fantastic idea that we will absolutely look into creating! Please feel free to share any specific topics or assets you'd find useful for something like that. And thank you again - it's feedback and encouragement from dedicated students like yourself that makes the effort all worthwhile. Looking forward to bringing you more tutorials very soon!
Happy to find such a clever Blender user! Thanks a lot also for a Substance knowledge sharing! And special thanks for Cast modifier trick to deform the shield 🛡️👍🏻👍🏻👍🏻👍🏻 SUBSCRIBED !
That's awesome! Thanks for watching and recreating the tutorials - that's the best way to learn. Keep it up and you'll be creating your own amazing works in no time! We would LOVE to see your recreations and progress. Really appreciate the support.
Thank you for sharing your awesome artwork on Instagram! We'll feature your renders in our upcoming videos. Your 3D models are inspiring, thanks for adding your creative voice to the community! Keep creating.
Thanks, glad you enjoyed the tutorial! Great suggestion on covering other medieval props like swords, daggers and bows. We actually have some tutorials on creating an induction sword and a timelapse dagger that you might be interested in as well. We'll definitely consider exploring more medieval weapons and props in future videos too. Appreciate the feedback. Thanks for watching and the input!
Unwrapping a 3D model involves various methods and tools. Marking seam is a common approach but, you can use different techniques or workflows like Cylindrical or Spherical Projection, Box mapping, etc. Overall if you want to apply a texture on your model you need to UV unwrap it first.
Not a noob question at all! Don't apply your Subdivision Surface modifier; try to retopo your mesh without it. also, You can use tools like the "Remesh" features in Blender.
Don't apply most of the modifiers especially subdivision surface. Bake the textures using the a high poly model to a low poly version. I just used this shield for unity.
Thanks, glad you enjoyed the tutorial! As for Substance Painter on Steam, the core features and workflow are the same as the regular desktop version. The main advantages of the Steam version are: - Easier install/updates through Steam - Pay once instead of a subscription - Built-in community content browser - VR painting mode (if you have VR headset) So it can be a good option if you prefer the Steam convenience and owning it outright vs paying a subscription. But the free trial is great for testing it out first either way. Let me know if you have any other questions!
seams are needed for the texture to be applied accurately, since models are 3 dimensional and a texture is 2d, we must flatten the 3d model in form of 2d uv (xy)Texture maps by using seams carefully, this allows proper texturing. as to where we apply them depends and varies model to model, Most of the times you would apply seams where they are likely to not be visible to the camera or player easily.
Thanks! Glad you liked the tutorial. Good question - you can actually create textures completely in Blender too. I used Substance for more advanced controls, but Blender has a powerful shader editor to build textures. Let me know if you have any other questions.
Hello! When adding scratches, you connected the rough, height and normal channels. Will the final result be different if the normal channel is not connected? and in general, what is the difference in SP between the height and normal channels? Thank you!
Great question! The Height channel controls physical depth/displacement, while Normals control the lighting angles and illusion of depth. So using both gives scratches proper shadows, irregularity and depth. In general for textures, Height = physical depth, Normals = simulated lighting depth. It's an important aspect of texturing! Thanks for the insightful question.
I'm sorry to hear that you're finding Blender challenging, but don't lose hope! Learning Blender can indeed be tough. However, you're not alone in this journey. Our channel is here to help you every step of the way.
all these tutorials should be called CLICK AND DRAG materials, there's ZERO tutorial explaining WHY's and basic things like how to use the brush tool how to draw a simple height/bump detail etc ZEROOOO! so F frustrating all I see is just ppl clicking and dragging materials...........wonder why everything has the "substance look"
If your wanting to learn the basics, you should probably watch an intro to substance painter video. I recommend the robot video on the official Pt channel. This video is already pretty beginner friendly, and if he explained everything im super detail the video would be 2+ hrs.
Less than 7 minutes into the video and already I've learned many things that eluded me for months of working with Blender. Great tutorial.
Awesome, so glad the tutorial is helping unlock new techniques for you already! Really motivating to hear the content is useful. Thanks for watching and the feedback!
taught me this in 30 min which my teacher cant in 6 months!! great work.
regret not finding your channel earlier
I could watch this all day!
Thanks so much, Loshke! Really glad you enjoyed the tutorial that much. Comments like this totally make our day. Thanks for watching and the kind words!
bro im in love with u
this one video answers so many of my questions that ive been searching for on youtube and google for 5 hours
For selecting sharp edges you can go up to select option and click select sharp edges. It will select all the hard edges, making uv unwrap faster, hope this helps!
Great tip! Thanks for sharing. This can indeed speed up the UV unwrap process. Appreciate the advice! 👍
watched it from the start. gonna start to do this once i get home
Done all the process. im so happy. i learn a lot. Thasnk you very much!
So awesome you completed the full tutorial project! Thrilled to hear you learned a lot too. Thanks for the feedback, means a lot! Would love to see how your version turned out.
I just wanted to express my sincere thanks for the high-quality tutorial you provided here, it's really good
Thank you so much, we truly appreciate the kind words! Thrilled you found the tutorial helpful. Feedback like this keeps us motivated!
Oh man THANK YOU. i have been trying to wrap my head around this workflow for like the whole day, this is the first video that made it clear. thanks a lot for not making it super complicated
You're very welcome! Glad it helped
Great video on how to make a shield!
I do have to mention that there is the usual "blender problem", though. With this, we (educators and industry professionals) mean that an asset is not optimized.
In any form of entertainment it is still important to optimize your meshes. Otherwise you run into the risk of having 300 GB+ games (shade thrown at AAA-studios), or excruciatingly long render times, among other issues. If you'd go back and show how to make an optimized version, and take advantage of the high-poly to low-poly baking workflow, many game art students, self taught artists, and of course educators, would be thankful.
Additionally, I'd suggest trying to stick to a single 4k texture at most per asset, as this is usually enough for many assets at this scale. Texel density is your friend: TD of 5.12 for 3rd person games and 10.24 for 1st person games and 20.48 for film (although in many cases 10.24 is still enough).
(TD of 5.12 = 512x512 texture on a 1m x 1m plane. Meaning 5.12px/cm)
I hope my feedback can help create a better future for all 3D artists, no matter the skill level.
All the best on your venture, I look forward to seeing more of your content.
P.S. I'm aware many think that these things aren't important for VFX, or film, and so on. This is, however, not true. Even large VFX and film productions make optimized models and textures for the assets used in their shots and renders.
so if this shield will be used in a 3rd person game, 1K will be enough for it?
@@maredjabdou8406 Without going too far into specifics. One 1k map should be more than enough for a shield like this in a 3rd person game.
Always be sure to check the texel density after the UV layout. Then you can be 100% sure.
@@9playday4 Thanks for your comment the next time I make an object i will use these information !
if i am doing a 3d model for a video game do i need to model it on the same mesh? (for example can i model an axe with the handle and blade as two separate objects or do i need to connect them together into one object)
This was phenomenal, you've taught me so many useful techniques and your teaching style is very easy to follow! Thank you!
You are one of the best blender guys here on youtube!!
Wow, thank you so much for the high praise! We're just happy to be helping others learn Blender. Appreciate you watching and the amazing support!
Very beautiful.. How good that the material and texture were also part of the training, as well as the substance painter, thank you 👍
Thank you, we're glad you enjoyed the full tutorial including texturing in Substance Painter!
Thank you so much! I'm from Brazil and learning a lot with your tutorial.
This tutorial: 🔥🔥🔥 Also Someones PC whilst playing a game with this model: 🔥🔥🔥
Amazing tutorial! Quick and easy to understand. Thank you for this!😍👏👍
Thanks so much! Really appreciate you watching and the kind words. We aim to make tutorials simple and helpful, so I'm glad this one worked for you. Thanks for the support! 😍😍
Great and easy to follow tutorial. Keep it up!
Amazing tutorial, thank you!
Thanks you so much. Great tutorial - good timing, speaking, steps, instructions. Good job.
Thanks for mentioning my project
Of course, your project deserved the shoutout! Keep up the awesome work, we can't wait to see what you create next! Thanks so much for watching and for being an inspiring part of this community.
Just finished my version and it looks dope :)
Your tutorial was nice and easy to follow !
Thank you !
That's amazing! We'd love to see how it turned out - please send us your version when you can. Thanks for watching the tutorial and letting us know it was helpful. Feedback like this helps us improve, so we really appreciate you taking the time!
Man you are such a fantastic tutor, I've been going through all your kits on here (some of them twice) to really nail down modeling techniques in Blender, coming from Maya but want to make the switch. It would be awesome to see an advanced modeling course from you doing several assets, would happily pay for that, your teaching is great. Thanks for all the help
Wow, thank you so much for the high praise and kind words! It means the world to us to hear that. An advanced modeling course is a fantastic idea that we will absolutely look into creating! Please feel free to share any specific topics or assets you'd find useful for something like that. And thank you again - it's feedback and encouragement from dedicated students like yourself that makes the effort all worthwhile. Looking forward to bringing you more tutorials very soon!
thank you for the tutorial. it gave a lot of insight to the blender > substance workflow questions I couldn't figure out. much love < 3
Thanks for such a High-quality tutorial ...I learned a lot ...... My texturing and UV unwrapping are leveled up.
Thank you for your content, it's awesome.
Amazing i was just start substance also was have some problems about seam edge
And make model ready
Thanks to make it simple
huge thanks from morocco
the only video that i needed
This was so helpful thank you and please keep making these type of tutorials 🎉
Love your tutorials!
Thank you! Glad you love them!
Amazing lesson, thanks so much!!
Glad you liked it!
Happy to find such a clever Blender user! Thanks a lot also for a Substance knowledge sharing! And special thanks for Cast modifier trick to deform the shield 🛡️👍🏻👍🏻👍🏻👍🏻 SUBSCRIBED !
You are very welcome. Glad it was helpful 🙌
Amazing tutorial, ive been following your works and recreating them. hope to get good and be able to create myself anything. Thank you!
That's awesome! Thanks for watching and recreating the tutorials - that's the best way to learn. Keep it up and you'll be creating your own amazing works in no time! We would LOVE to see your recreations and progress. Really appreciate the support.
Awesome tutorial, thanks for sharing!
Thank you for sharing your awesome artwork on Instagram! We'll feature your renders in our upcoming videos. Your 3D models are inspiring, thanks for adding your creative voice to the community! Keep creating.
Great tutorial! Thanks!
Glad it was helpful!
Another great one! Thanks for the tutorial! :D
Really appreciate the kind words. So glad you found the tutorial helpful. Means a lot that you took the time to watch and comment!
Thank you so much!!!
Great tutorialas always
I will add some timestamps of new things I have learnt under here😊
6:40 cast modifier
17:16
Thanks, really appreciate the kind words)
thank you
Great tutorial! fighting!
it's really good , you are the best
Thank you so much!
Thank you! Great lesson;)
You're welcome! Glad you enjoyed the lesson! 😊👍
21:38 whats the use of Texel density & UV packer addon and how to use it?? also if you use texel density the Uvs are overall each other
really good tutorial
Thank you!
Super.....👌👌
Which hdri did you use in this project
great tut thanks
Thanks, really glad you enjoyed the tutorial.
Holy Shit! Substance painter is an absolute beast!
after applying cast modifier it is spreading in different direction.. ??
thank you so much )))
Thank you!!
You're welcome!
Nice Tutorial, Others also make other types of things like swords, daggers and bows.
Thanks, glad you enjoyed the tutorial! Great suggestion on covering other medieval props like swords, daggers and bows. We actually have some tutorials on creating an induction sword and a timelapse dagger that you might be interested in as well. We'll definitely consider exploring more medieval weapons and props in future videos too. Appreciate the feedback. Thanks for watching and the input!
Hello, great tutorial, but i was wondering, what does the mark seam option do, and why is it necessary
Seams are used in the process of unwrapping a 3D model. Marking seams allow you to define where the UV map will be cut and flattened.
@@pixlways thank you, and if i don't do it, will the texture be crooked?
Unwrapping a 3D model involves various methods and tools. Marking seam is a common approach but, you can use different techniques or workflows like Cylindrical or Spherical Projection, Box mapping, etc. Overall if you want to apply a texture on your model you need to UV unwrap it first.
@@pixlways thanks again, you are the best
Really good
Thank you!
I only have one question. Why did you bake texture before starting the painting process? Is it to optimise something?
this is so nice...
Thank you, appreciate the kind words!
i'm having errors with the UV packer add-on. I'm wondering if it's out of date and has become incompatible with the current blender version
same problem
ruclips.net/video/msvUt2ED9as/видео.htmlsi=URdulOIcFv9lAusg found the solution
Noob question here: This is too dense for a game asset Iam assuming. What do? Retopology by hand?
Not a noob question at all! Don't apply your Subdivision Surface modifier; try to retopo your mesh without it. also, You can use tools like the "Remesh" features in Blender.
Don't apply most of the modifiers especially subdivision surface. Bake the textures using the a high poly model to a low poly version. I just used this shield for unity.
Great tut. I wonder if Steam version of SP is worth buying. I don't have that program.
Thanks, glad you enjoyed the tutorial! As for Substance Painter on Steam, the core features and workflow are the same as the regular desktop version. The main advantages of the Steam version are:
- Easier install/updates through Steam
- Pay once instead of a subscription
- Built-in community content browser
- VR painting mode (if you have VR headset)
So it can be a good option if you prefer the Steam convenience and owning it outright vs paying a subscription. But the free trial is great for testing it out first either way. Let me know if you have any other questions!
amazing
Thanks, So glad you enjoyed the tutorial.
is there any way i can load a 2560x1440 texture that i made in photoshop?
You can load that. Use Mapping node to adjust it.
why do you add seams? and how do you know where to apply them
seams are needed for the texture to be applied accurately, since models are 3 dimensional and a texture is 2d, we must flatten the 3d model in form of 2d uv (xy)Texture maps by using seams carefully, this allows proper texturing. as to where we apply them depends and varies model to model, Most of the times you would apply seams where they are likely to not be visible to the camera or player easily.
@@suraj.1889 thanks, i forgot i left this comment. i had already educated myself on seams however i still appreciate ur help
Amazing tutorial! I have one question though, is it possible to use only blender to make the textures?
Thanks! Glad you liked the tutorial. Good question - you can actually create textures completely in Blender too. I used Substance for more advanced controls, but Blender has a powerful shader editor to build textures. Let me know if you have any other questions.
@@pixlwaysThanks for the reply!
i am getting black lines in my mesh🥲🥲😭😭
UV Packer isnt working for me
Hello! When adding scratches, you connected the rough, height and normal channels. Will the final result be different if the normal channel is not connected? and in general, what is the difference in SP between the height and normal channels? Thank you!
Great question! The Height channel controls physical depth/displacement, while Normals control the lighting angles and illusion of depth. So using both gives scratches proper shadows, irregularity and depth. In general for textures, Height = physical depth, Normals = simulated lighting depth. It's an important aspect of texturing! Thanks for the insightful question.
@@pixlways Thank you for the detailed answer! 🙂
Modeling in the Blender software is really hard, especially with all add on. After two years of training, it's like I didn't learn anything.😔😔😔😔
I'm sorry to hear that you're finding Blender challenging, but don't lose hope! Learning Blender can indeed be tough. However, you're not alone in this journey. Our channel is here to help you every step of the way.
can u make smthing game ready?
Thanks for the suggestion! Making game-ready assets is something we're interested in covering more of in the future. Appreciate the input!
Hey please make Gun VSS
Appreciate the VSS gun tutorial suggestion! Modeling weapons is something we're open to covering more in the future. Thanks for the input!
@@pixlwaysVSS so interesting gun for modelling plies make VSS
all these tutorials should be called CLICK AND DRAG materials, there's ZERO tutorial explaining WHY's and basic things like how to use the brush tool how to draw a simple height/bump detail etc ZEROOOO! so F frustrating all I see is just ppl clicking and dragging materials...........wonder why everything has the "substance look"
If your wanting to learn the basics, you should probably watch an intro to substance painter video. I recommend the robot video on the official Pt channel.
This video is already pretty beginner friendly, and if he explained everything im super detail the video would be 2+ hrs.
This is geared towards beginners. I'm sure there are more advanced tutorials. The whole purpose of drag and drop materials is to get you 90% there.
m,y bolean dont work has your, simples dont do nothing
thank you