Hi Derek! Your tutorial is a fantastic resource for the 3D community, and we've added it to a playlist on our channel so others can learn from you. Keep up the great work!
I should note that the Transform filter can screw up your uv scale if you use it on certain models, it took me a few years to actually get it working like the video because of that
Do you think a model created in CC4 after doing some touch and finishing of the mesh in zbrush, appears to have a human fleshy look but too much reflectivity that it cant be controlled or reduced using roughness fill layer
@@derekfloodVFX Thanks so i'm texture artist from Nigeria still undergoing training so please can i get a direct handle where i can drop questions regarding my difficulties if you could find time in your busy schedule to guide me and drop your observations on my work and where i need to improve on
@@gideonedem5431 not sure what you mean here. Substance painter is a program used to paint texture maps so a model would always be taken into substance painter without textures.
Thanks! How can I fix the seam transition between head and body? My character is splitted into two meshes, one for head and one for body. If I take procedural methods to paint the skin textures, for example using a tileable detail normal map to simulate skin pattern, the seam between head/body will become noticeably obvious, since any tileable material won't tile across UVs. I have seen artists using tricks such as putting garments or ornaments on top of the seams to hide it, but these methods apparently are not real solutions.
Hi Derek, I'm new to your channel , loved your vid ♥️ I have one doubt however, Do we import the low poly model or high poly model in substance painter ?
That depends. You want Painter to be performant but you also want to be able to see details on the model. Painter doesn’t currently support subdivision surfaces, so you need to smooth the mesh in Maya before importing. On the other hand of your working with displacement importing the high res mesh may be too taxing so you need to find a happy medium
So useful for a newbie. Thanks :) I've been searching online but I can't find anything about the Epi_Transform layer you are using. What is it exactly?
It came from the Algorhythmic Substance Share, which got taken down when Adobe acquired Substance Painter. Basically it was a cool tool that somebody had posted that allowed you to scale texture map sizes. I had to remove it from the smart shader uploaded on the Adobe site because it wouldn’t let me upload it. However, I do have it on my GitHub and it works just fine in the latest version of Substance Painter.
You could certainly try. The challenge would be that this shader draws on Substance Painter’s extensive library of complex procedurals which Mari lacks.
Hi Derek! Your tutorial is a fantastic resource for the 3D community, and we've added it to a playlist on our channel so others can learn from you. Keep up the great work!
Yay! Thanks @Substance3D !
I should note that the Transform filter can screw up your uv scale if you use it on certain models, it took me a few years to actually get it working like the video because of that
Yes, this acts as a global scale. You can of course disable it and set the scale for each procedural element manually.
Hey, do you do commissions? Can’t find an email anywhere etc.
@@keanodaley512 hi there should be a contact email on the channel page.
Do you think a model created in CC4 after doing some touch and finishing of the mesh in zbrush, appears to have a human fleshy look but too much reflectivity that it cant be controlled or reduced using roughness fill layer
@@gideonedem5431 zbrush is used to sculpt meshes. So it would affect its shape and form not its surface appearance.
@@derekfloodVFX Thanks so i'm texture artist from Nigeria still undergoing training so please can i get a direct handle where i can drop questions regarding my difficulties if you could find time in your busy schedule to guide me and drop your observations on my work and where i need to improve on
@@gideonedem5431 I don't think that is possible on RUclips. Probably you want to take a course.
@@derekfloodVFX is there any way we could be having personal Q and A session, I'd pay for it🤑
So my question is should the model still be taken to maya or the character should be imported raw without texture into substance painter
@@gideonedem5431 not sure what you mean here. Substance painter is a program used to paint texture maps so a model would always be taken into substance painter without textures.
Thanks!
How can I fix the seam transition between head and body? My character is splitted into two meshes, one for head and one for body. If I take procedural methods to paint the skin textures, for example using a tileable detail normal map to simulate skin pattern, the seam between head/body will become noticeably obvious, since any tileable material won't tile across UVs. I have seen artists using tricks such as putting garments or ornaments on top of the seams to hide it, but these methods apparently are not real solutions.
The common approach is to use triplanar projections.
@@derekfloodVFX Thanks again, I will go have a look.
Hi Derek, I'm new to your channel , loved your vid ♥️
I have one doubt however,
Do we import the low poly model or high poly model in substance painter ?
That depends. You want Painter to be performant but you also want to be able to see details on the model. Painter doesn’t currently support subdivision surfaces, so you need to smooth the mesh in Maya before importing. On the other hand of your working with displacement importing the high res mesh may be too taxing so you need to find a happy medium
where do u download the smart material? i couldnt find a download link just a guide
You can download it from my Github, as explained in the guide.
Thank You.
You're welcome
where can I find the material, I really can't find it :(
ooh, nevermind lol
This is AWESOME!!!
Yay!
So useful for a newbie. Thanks :)
I've been searching online but I can't find anything about the Epi_Transform layer you are using. What is it exactly?
It came from the Algorhythmic Substance Share, which got taken down when Adobe acquired Substance Painter. Basically it was a cool tool that somebody had posted that allowed you to scale texture map sizes. I had to remove it from the smart shader uploaded on the Adobe site because it wouldn’t let me upload it. However, I do have it on my GitHub and it works just fine in the latest version of Substance Painter.
Esta re buena tu textura de piel chamigo
Gracias chamigo!
Hi
Where can i get this face model
It's Digital Emily 2. I put a link in the description of where you can download it.
Can I make this in mari
You could certainly try. The challenge would be that this shader draws on Substance Painter’s extensive library of complex procedurals which Mari lacks.