Create Trim Sheets in Substance 3D Painter - Part 1 | Adobe Substance 3D

Поделиться
HTML-код
  • Опубликовано: 28 авг 2024
  • Trim sheets are a way to texture many assets with just a single set of textures, allowing for very efficient use of texture memory. In this video you learn the planning and initial setup of your trimsheet in painter.
    You can download all sample files here:
    substance3d.ad...
    Subscribe to Adobe Substance 3D: adobe.ly/3Um7q3t
    Learn more about Adobe Substance 3D: adobe.ly/3NW3GSo
    About Substance 3D
    Adobe Substance 3D is a complete suite of smart creative apps and high-end content that gives artists everything they need to create 3D digital content. With Substance 3D, set up the perfect shot, explore the high-end 3D asset library, give life to your 3D art, build complex models, and more. Get the Adobe Substance 3D Collection.
    This channel will showcase what’s possible with Substance 3D, from inspiration to in-depth tutorials. Make sure to subscribe to the channel for videos on all things Substance 3D related, including content around Designer, Painter, Modeler, Stager, and Sampler.
    Connect with Adobe Substance 3D:
    Twitter: / substance3d
    Facebook: / adobesubstance3d
    Instagram: / substance3dart
    LinkedIn: / substance3d
    Discord: / discord
    #Adobe #AdobeSubstance3D #AdobeRUclips
    Create Trim Sheets in Substance 3D Painter - Part 1 | Adobe Substance 3D
    • Create Trim Sheets in ...

Комментарии • 43

  • @LFA_GM
    @LFA_GM 2 года назад +10

    Fantastic tutorial. Very well explained. Looking forward to seeing the next chapters. Thank you for this series.

  • @sam_pyrtuh
    @sam_pyrtuh 7 месяцев назад +2

    Thank you so much for this tutorial, it really help me while working on a commercial projects

  • @sayuri1505
    @sayuri1505 15 дней назад

    Amazing! Thanks so much!

  • @andreemontenegro-art
    @andreemontenegro-art 2 года назад +1

    Emiel Sleegers, always the best!

  • @dudebastian
    @dudebastian Год назад +1

    Love this, you saving my time, money and future job.

  • @monkeystealhead
    @monkeystealhead 2 года назад +3

    You could do a Video aboud the Pixelprocessor node. I didn´t knew it existed a few weeks ago.

  • @SteveTalkowski
    @SteveTalkowski 2 года назад +2

    Extremely informative tutorial!

  • @nickholl
    @nickholl 2 года назад

    god I love the way you say trim sheets 😍

    • @blendrtx3050ti
      @blendrtx3050ti 10 месяцев назад

      How could this comment not get atleast a single like !!!! ❤

  • @baps4053
    @baps4053 2 года назад

    Best tutor out there 👌

  • @abcdeeeeff
    @abcdeeeeff 2 года назад +2

    What is the size/dimension of the plane you used please tell.

  • @adamplechaty
    @adamplechaty 2 года назад +3

    Hmmm, doesn't eyeballing the trims negatively impact the texel density? How do we know the (for ex.) red stripe won't be too wide or too narrow for our unwrapped mesh?

    • @00walid
      @00walid 2 года назад +4

      You set the texel density of your uv shell to the resolution you desire and place it where u want, scale it down to get bigger stripes and vice versa...just play around it in the uv space

  • @gablemckrawll2841
    @gablemckrawll2841 6 месяцев назад

    Why should we use Anchor Points instead of folders with a black mask?

  • @kadirsugar7894
    @kadirsugar7894 2 года назад

    Very nice series🔥

  • @vitaliiandronov8629
    @vitaliiandronov8629 Год назад +1

    That's what I was looking for. One question: what about lightmap behaviour with trimmed UV sheets? Or we need to make another unwrapping in another UV channel?

    • @marymcdevitt6524
      @marymcdevitt6524 Год назад

      Yes, you will need another UV channel for your lightmap. I always put my nonoverlapping UVs on the second channel.

  • @howl13
    @howl13 2 года назад

    tonights gonna be a major raged then!! thanks for the tutorial.

  • @TheSatzy6699
    @TheSatzy6699 2 года назад +1

    Wonderful 👌🏻

  • @EmvyBeats
    @EmvyBeats Год назад +1

    If you have a problem with your normals looking funny, sometimes the lighting you are using has a big part in that.

  • @katherinematejek8125
    @katherinematejek8125 7 месяцев назад

    Is there a PDF version of any of this stuff that I could refer back to by any chance?

  • @naokoteru
    @naokoteru 2 года назад

  • @VertexRage
    @VertexRage 10 месяцев назад

    The sample files link leads to nowhere. Can we get it fixed?

  • @shellsnt
    @shellsnt 2 года назад

    awesome!

  • @erykkowal8911
    @erykkowal8911 Год назад

    where do you get more normal brushes?

  • @patriotaRBC
    @patriotaRBC Год назад

    I wonder: can you use smart materials to make this ? Like using smart materials on those different sections to create a trim sheet for example for a Building with a bricks, concrete, glass etc

    • @Bulborb1
      @Bulborb1 Год назад

      Yes you can, since the information for roughness, color, etc is baked onto the texture image files, which are then mapped onto the low poly mesh

  • @CreepyC
    @CreepyC Год назад +1

    Gotta love when you are following a tutorial and they time lapse lmao what the hell

  • @emilerodriguez2376
    @emilerodriguez2376 2 года назад +2

    voice like Emiel Sleegers

  • @supasuoasuoasupa1939
    @supasuoasuoasupa1939 Год назад

    very interesting. Just a question, how do you create or acquire the sci fi normal maps to be placed as trim sheets? at 15:50?

    • @EthanFilms
      @EthanFilms 10 месяцев назад +2

      those ship with Painter, I believe

  • @malindurashmika8386
    @malindurashmika8386 2 года назад

    Interesting

  • @franman51
    @franman51 Год назад

    When I tried to export my plane onto 3D Substance Painter and enabled Polygon fill in Painter, it shows triangulation. Now I tried exporting the mesh with both Triangulate enabled/disabled and it still shows triangulation in Painter. How do you show the plane in Painter w/o any display of triangulation when I opened the Polygon Fill tool?

    • @Substance3D
      @Substance3D  Год назад

      Painter is guaranteed to not edit your mesh, so you probably already imported it with triangulation.

    • @Substance3D
      @Substance3D  Год назад

      are you using the quad selection fill option?

    • @franman51
      @franman51 Год назад

      @@Substance3D Yes, but it still fills triangles.

    • @bennyweimer2345
      @bennyweimer2345 Год назад

      @@franman51 if you exporting in an fbx, the fbx exporter may have triangulated it.

  • @gio3061
    @gio3061 Год назад +3

    DAMN he's dutch. He's so dutch i can't watch

  • @inhri
    @inhri 2 года назад

    What a weird choice to do your trimsheets in Painter :/

  • @kadirsugar7894
    @kadirsugar7894 2 года назад +1

    i'm senior 3d Environment Artist