Note to myself: 1) go to layers switch to normals 2) create fill layer set it to Norm 3) go to texture set settings set normal mixing to "replace" 4) go to fill layer properties and disable all channels except nrm 5) bring baked normal map in project shelf to normal property of the fill layer 6) add paint layer to the fill layer. Set it to "Norm". Disable all its channels except nrm. 7) start editing/cleaning the baked normals
Yeah that is always my first approach, but sometimes is inevitable to have minor errors, for example if you have a very closed mouth or the back of the ears...
I like to consider a substance file setup for baking and another for texturing. Both should be sincronized, but in the baking one you make things comfortable for baking. Split highpoly as you need to make the baking as good as possible to avoid as much as possible fixing by hand. Having said that, I also like to bake everything in the same spp file.
This is nice way how to fix normal map, but when u "REPLACE" the baked normal map with normal map that is inside layers, it will disable all engine/generator effects that are affecting the normal map, so i dont know if its actually usefull
Can you specify a generator that uses the normal map? I am trying to see this but I am not sure I get what you mean. Can you give me an example? Thanks!
buenas julio, tengo un problema con las udims en subtance painter, el caso es que cuando hago un bake las normal de cada set de uvs en cada material se bakean bien, pero el ao, curvature, opacity etc solamente coge el primer set de uvs del material y al resto de udims se les aplica el del primer set. No se si es por las ultimas actualizaciones de substance donde hay que cambiar algo pero no consigo arreglar este error. Seria de gran ayuda que hicieses un video sobre las udims en el nuevo substance en caso de que tengas tiempo y puedas. Muchas gracias
Hola Sebastian, pues la verdad es que Udims es algo que no controlo mucho por no decir nada ya que yo me especializo sobre todo en videojuegos y para eso los Udims no se ven mucho. Siento no serte de ayuda con ese tema.
Do you mean the properties tab? if you closed it you should have it on the right side of the screen in the little icons vertically arranged. It is one that looks like a paint stroke. You can also go to Windows/Reset Ui and have it by default.
You have to make sure the export preset you are using for the normal map takes the normal from the "Converted Maps" category. Normal OpenGL or Normal DirectX should work.
@@JulioCesarEspada thanks for the response! I actually managed to fix the problem, don't remember how though. And yes I always have custom presets for different purposes. Very convenient.
@@JulioCesarEspada Hey can you say that in a more simpler way i am new i dont get what u are saying i want to save it and now move to texture my mesh, Thank you.
The process would be something like this: Do the baking, fix the issues following the tutorial and then continue working your texture. After you have finished usually the textures are exported from substance to other software like Unreal, Marmoset, Unity... In any case, you have to use an export preset that should use the normal map from the Converted Maps cathegory. I recommend you to check some other tutorial on Export Presets to have more info on this topic as it is essential to export your textures from Substance. @@shiv3375
Note to myself:
1) go to layers switch to normals
2) create fill layer set it to Norm
3) go to texture set settings set normal mixing to "replace"
4) go to fill layer properties and disable all channels except nrm
5) bring baked normal map in project shelf to normal property of the fill layer
6) add paint layer to the fill layer. Set it to "Norm". Disable all its channels except nrm.
7) start editing/cleaning the baked normals
Its probably one of the most useful videos on the Internet for 3D texturing
thankyou so much!!! i dont know if i ever have been given as much usefull help in so little time... omg..
You should try to apply by mesh name to prevent meshes from being baked on top of one another
Yeah that is always my first approach, but sometimes is inevitable to have minor errors, for example if you have a very closed mouth or the back of the ears...
Excellent tutorial, its hidden gem. 😀
Thank you
Thank you for the tutorial.. you are great at teaching
VIDEAZO! Me salvas la entrega de esculpido digital. Un abrazote
u are a life saver, thanks
You saved my life! Thank you!!
verry very useful for me! Thank you ery much
Se notó el español nada más escuchar el acento jaja muy buena solución al problema gracias
Thank you very much, guy! :)
man you helped me a lot!
Thanks you so much!
Easy, good and clever trick, thank you
thx bro, excellent tut vid
Thanks Brother
Thanks
A BIG thanks man
I clean normal map, but why it still appear in Mesh map. I can see it in combine Materials layer.
thanks
Muy util y comodo, gracias!
thank u so much
Thanks for your advices! Is it better to split the highres-mesh into seperate parts instead of using a compound high-res mesh for texture baking?
I like to consider a substance file setup for baking and another for texturing. Both should be sincronized, but in the baking one you make things comfortable for baking. Split highpoly as you need to make the baking as good as possible to avoid as much as possible fixing by hand. Having said that, I also like to bake everything in the same spp file.
This is nice way how to fix normal map, but when u "REPLACE" the baked normal map with normal map that is inside layers, it will disable all engine/generator effects that are affecting the normal map, so i dont know if its actually usefull
Can you specify a generator that uses the normal map? I am trying to see this but I am not sure I get what you mean. Can you give me an example? Thanks!
buenas julio, tengo un problema con las udims en subtance painter, el caso es que cuando hago un bake las normal de cada set de uvs en cada material se bakean bien, pero el ao, curvature, opacity etc solamente coge el primer set de uvs del material y al resto de udims se les aplica el del primer set. No se si es por las ultimas actualizaciones de substance donde hay que cambiar algo pero no consigo arreglar este error. Seria de gran ayuda que hicieses un video sobre las udims en el nuevo substance en caso de que tengas tiempo y puedas. Muchas gracias
Hola Sebastian, pues la verdad es que Udims es algo que no controlo mucho por no decir nada ya que yo me especializo sobre todo en videojuegos y para eso los Udims no se ven mucho. Siento no serte de ayuda con ese tema.
My default layout for UI does not have this window youre drag and dropping from. Is this necessary to add to my UI first?
Do you mean the properties tab? if you closed it you should have it on the right side of the screen in the little icons vertically arranged. It is one that looks like a paint stroke. You can also go to Windows/Reset Ui and have it by default.
how to save the edited version? I put replace like you, but it saves the wrong normal map, when I export textures...
You have to make sure the export preset you are using for the normal map takes the normal from the "Converted Maps" category. Normal OpenGL or Normal DirectX should work.
@@JulioCesarEspada thanks for the response! I actually managed to fix the problem, don't remember how though. And yes I always have custom presets for different purposes. Very convenient.
@@JulioCesarEspada Hey can you say that in a more simpler way i am new i dont get what u are saying i want to save it and now move to texture my mesh, Thank you.
The process would be something like this: Do the baking, fix the issues following the tutorial and then continue working your texture. After you have finished usually the textures are exported from substance to other software like Unreal, Marmoset, Unity... In any case, you have to use an export preset that should use the normal map from the Converted Maps cathegory. I recommend you to check some other tutorial on Export Presets to have more info on this topic as it is essential to export your textures from Substance. @@shiv3375
this is not a fix
You are right, this is just a video.