How To : Fix your Ambient Occlusion map in Adobe Substance Painter

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  • Опубликовано: 17 июл 2024
  • - The SOURCE FILES can be downloaded via www.patreon.com/posts/source-...
    - Check out my Substance3D playlist via: • Adobe Substance Series
    - You can access our shop via: / @sarkamari
    This video shows you a quick way to clean up your ambient occlusion when it is baked inside Adobe Substance Painter.
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    Bookmarks:
    00:00 Let's Get Started
    00:39 Tips When You Export Your Model
    02:05 Baking Maps
    04:04 AO Artifact when baking Maps
    05:35 The Fix
    #sarkamari ‪@Substance3D‬ ‪@sarkamari‬
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Комментарии • 59

  • @sarkamari
    @sarkamari  2 года назад +27

    *alternative solution: Use "match by name" inside Substance Painter when baking, and make sure each part of your model is named correctly. :)

    • @diegogbrandao
      @diegogbrandao 8 месяцев назад +1

      Exactly! I always do it this way, it's the most agile workflow for this situation. :) But this alternative that SARKAMARI proposed could be useful when your mesh is all merged (that is, it is a mesh with only all components), because then you cannot use "Match by name" in self occlusion as we will no longer have to a mesh.

  • @iCamSkiEz
    @iCamSkiEz 2 года назад +2

    the timing on this one is nuts, thanks!

  • @billypodol9006
    @billypodol9006 2 года назад +7

    Is there any method, script or plugin for maya that explodes the object into separated meshes (not Faces) to help for later baking ?
    Thank

  • @CodeZakk
    @CodeZakk 2 года назад +2

    Very useful tutorial thanks!!

  • @Connorses
    @Connorses 9 месяцев назад +1

    Thanks for the tip! I wouldn't mind the shadows, except my model has a moving piece and the shadow would have stayed put. Now it's much better.

  • @hilary21537
    @hilary21537 Год назад +1

    It was very helpful. Thanks a lot!

  • @rsunghun
    @rsunghun Год назад +1

    wow! it was super helpful! Thank you so much for the video!

    • @sarkamari
      @sarkamari  Год назад

      Glad you found this video useful

  • @Jason-gs6hd
    @Jason-gs6hd 2 года назад +4

    so helpful, I though I couldn't use an AO map for character model because of the artifacts, this helped alot

  • @-o-itscharli
    @-o-itscharli Год назад +2

    Realised this wasn't the problem I had but figured it out after watching this anyway + I learnt something new :) so thank you I guess!

  • @hayesgeldmacher8592
    @hayesgeldmacher8592 Год назад +1

    Exactly what I needed, thank you!

  • @NadraNagy
    @NadraNagy Год назад

    that's actually a brilliant idea!

  • @sey9440
    @sey9440 Год назад +1

    great thanks, one of the best tips of my beginning learning ! 1000 x Thanks

    • @sarkamari
      @sarkamari  Год назад

      Your comment really made my day. Cheers

  • @Pitt1127
    @Pitt1127 2 года назад +1

    You saved my day, thanks!

  • @Tetsuo_
    @Tetsuo_ Год назад +13

    Just wanting to check if this works for you… in the A.O. Settings section of the baking options, when you set the “Self Occlusion” drop down to “Only Same Mesh Name” will this allow you to avoid the AO shadows without having to explode the mesh?

    • @ab-uo6rd
      @ab-uo6rd Год назад

      thank you so much

    • @JohnnyAG
      @JohnnyAG 11 месяцев назад

      Legend

    • @pawnix4122
      @pawnix4122 Месяц назад

      Does this completely remove the ambient occlusion from casting shadows on nearby geometry? I would explode my mesh since it also makes it easier to texture all sides, but my HP is 90+ million triangles and so moving things around in my 3D software isn't exactly feasible, unless I model the whole thing in an exploded state from the start which is counter intuitive

    • @Tetsuo_
      @Tetsuo_ Месяц назад

      @@pawnix4122 For example, If you had a single mesh with three different materials / material ids to separate 3 distinct parts. Without this option those 3 parts would cast AO on themselves and each other.
      When the option is on those same 3 parts only cast AO on themselves.
      One of the main reasons for this is if parts of the mesh are to be animated or removable which would prevent weird discounted AO from the static and moving or removed geometry.

    • @pawnix4122
      @pawnix4122 Месяц назад +1

      @@Tetsuo_ I tested it myself and it works the way I wanted it to. WE ARE COOKING BRO. LET'S FRICKING GOOOOOO!

  • @mr.president1874
    @mr.president1874 Год назад

    Do you have any suggestion how to explode the mesh if you have not 15 "details" but around 170? Should I explode every one of them? That a lot of work.

  • @leothomeart
    @leothomeart Год назад

    Thank u really helped me :D

  • @syedazar1835
    @syedazar1835 2 года назад

    Thanks alot 🙏 for this wonderful tutorial it's helped successful 😌

    • @sarkamari
      @sarkamari  2 года назад

      Great to hear, Syed. 🙏🏼

  • @Klejner
    @Klejner 3 месяца назад

    I tried to bake my high poly to my low poly from zbrush objs in substance painter. The high poly textures only showed up in patches while the rest of the model's skin stayed as with the low poly's original texture. Is there a way to fix that??

  • @vishnumohanan7395
    @vishnumohanan7395 Год назад

    Great tip..!! Your Channel deserve more Subs..💙💙

  • @ArtillaVeq
    @ArtillaVeq Год назад

    I was looking for how to edit/paint over baked AO, this is tutorial, how to bake properly, but sadly not how to correct errors.

  • @jourverse
    @jourverse 7 месяцев назад

    Thank you.

  • @mayena5735
    @mayena5735 4 месяца назад +1

    Another tip for people that have random ambient occlusion baking glitches: use OBJ files and not FBX.
    I don't know why but FBX and Painter don't go well together sometimes.

    • @sarkamari
      @sarkamari  4 месяца назад +1

      great tip. Thank you for sharing :)

  • @bakheethamid2008
    @bakheethamid2008 2 года назад +2

    Can you release a video showing how to combine Base Color and Ambient Occlusion maps inside of Substance painter. Thanks

    • @sarkamari
      @sarkamari  9 месяцев назад

      In a substance painter you generate ao by baking maps and it allows you to paint materials. The app overlays them automatically so you can see the finished result.

  • @MrFour4th
    @MrFour4th Год назад

    cool i didnt know that! my work around is i changed the Max frontal and rear distance from 0.01 to 0.001

  • @sooshiyansjahan4773
    @sooshiyansjahan4773 2 года назад +1

    Substance and maya are perfect like you thanks

    • @sarkamari
      @sarkamari  2 года назад

      Kind as always 🙏🏼

  • @mr.j7899
    @mr.j7899 9 месяцев назад +1

    OMG. I didn't know this feature!! Question, I always leave open holes on my low poly mesh. Will this affect my baking?

    • @sarkamari
      @sarkamari  9 месяцев назад

      Thank you
      Well any open area attracts AO and may also create artifacts in your normals. Best is to have your geo close. Given the fact that sometimes it's unavoidable

  • @peterlelo
    @peterlelo 10 месяцев назад +1

    thanks very usefull

  • @AqilDaiyan
    @AqilDaiyan Год назад +1

    YES! THANK YOU I can stop ripping out my hair now

  • @dean3184
    @dean3184 2 года назад

    This would only be necessary if one object will move from the surface below it, correct? Or am I not understanding the "problem"?

    • @sarkamari
      @sarkamari  2 года назад

      correct. As I have stated in the comments you can also use "match by name" when baking, making sure parts of your model are named correctly

  • @pascalperigaud1116
    @pascalperigaud1116 9 месяцев назад

    thank you for your advice. I would love to start learning Maya but I can't afford to buy it because I find it expensive for my financial means. but thank you for your video. 1 more subscriber

    • @sarkamari
      @sarkamari  9 месяцев назад

      Glad to see you found the video useful

  • @Chikiritu
    @Chikiritu Год назад

    tq brother

  • @cgfroggg
    @cgfroggg Год назад +1

    By using Marmoset, You can easily fix this problem. Just uncheck "Ignore Group" in Ambient Occlusion Setting

    • @sarkamari
      @sarkamari  Год назад

      Thank you for the tip 👍🏼
      Marmoset is a great application

  • @XANTO__
    @XANTO__ Год назад

    Thank you you saved me ahaha

  • @Esciomancer
    @Esciomancer 2 года назад +1

    cool vid, but as a professional 3D artist, those UVs hurt my eyes haha. For better texture quality, you can layout those UVs so they cover the whole UV space! Or if thats a game asset, one UV space for the whole head would be enough

    • @migui903
      @migui903 Год назад

      I think he just assign a material on maya to each parts of the head, thats why the uvs are like this

  • @topy706
    @topy706 Год назад

    for some reason when i do this and load back into my original mesh the ao looks super fuckey x(

  • @bosseta
    @bosseta 2 года назад +1

    I think it's faster to fix it manually in photoshop