How To : Fix your Ambient Occlusion map in Adobe Substance Painter
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- Опубликовано: 17 июл 2024
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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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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
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*alternative solution: Use "match by name" inside Substance Painter when baking, and make sure each part of your model is named correctly. :)
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.
the timing on this one is nuts, thanks!
Is there any method, script or plugin for maya that explodes the object into separated meshes (not Faces) to help for later baking ?
Thank
Very useful tutorial thanks!!
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.
It was very helpful. Thanks a lot!
wow! it was super helpful! Thank you so much for the video!
Glad you found this video useful
so helpful, I though I couldn't use an AO map for character model because of the artifacts, this helped alot
Glad it helped
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!
Exactly what I needed, thank you!
Amazing to hear
that's actually a brilliant idea!
great thanks, one of the best tips of my beginning learning ! 1000 x Thanks
Your comment really made my day. Cheers
You saved my day, thanks!
Amazing to hear
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?
thank you so much
Legend
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
@@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.
@@Tetsuo_ I tested it myself and it works the way I wanted it to. WE ARE COOKING BRO. LET'S FRICKING GOOOOOO!
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.
Thank u really helped me :D
Thanks alot 🙏 for this wonderful tutorial it's helped successful 😌
Great to hear, Syed. 🙏🏼
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??
Great tip..!! Your Channel deserve more Subs..💙💙
Thank you, Vishnu
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.
Thank you.
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.
great tip. Thank you for sharing :)
Can you release a video showing how to combine Base Color and Ambient Occlusion maps inside of Substance painter. Thanks
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.
cool i didnt know that! my work around is i changed the Max frontal and rear distance from 0.01 to 0.001
Substance and maya are perfect like you thanks
Kind as always 🙏🏼
OMG. I didn't know this feature!! Question, I always leave open holes on my low poly mesh. Will this affect my baking?
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
thanks very usefull
YES! THANK YOU I can stop ripping out my hair now
Oh dear!
This would only be necessary if one object will move from the surface below it, correct? Or am I not understanding the "problem"?
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
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
Glad to see you found the video useful
tq brother
By using Marmoset, You can easily fix this problem. Just uncheck "Ignore Group" in Ambient Occlusion Setting
Thank you for the tip 👍🏼
Marmoset is a great application
Thank you you saved me ahaha
Great to hear
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
I think he just assign a material on maya to each parts of the head, thats why the uvs are like this
for some reason when i do this and load back into my original mesh the ao looks super fuckey x(
I think it's faster to fix it manually in photoshop