Substance Painter Material Layering Basic Setup

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  • Опубликовано: 19 дек 2024

Комментарии • 18

  • @BKHollowBones
    @BKHollowBones День назад +5

    Great video!
    Please, show us how to set up shaders for this workflow in unity/unreal game engines with exported masks from SP.

  • @gameLode
    @gameLode День назад +10

    12:00 yess please make a video for that

  • @3TQHAJSHNQ
    @3TQHAJSHNQ 19 часов назад +2

    Can you please follow up with this in UE to show the setup of the masks? Thank you!

  • @arikar3d229
    @arikar3d229 День назад +5

    12:00 yes please create video on that and really so much thank you to share knowledgeable content

  • @st.nabeal
    @st.nabeal День назад +1

    Learning something new everyday from your channel

  • @Ju4n.m4
    @Ju4n.m4 День назад

    muy buen contenido padre! estaria bueno que expliques la otra parte del proceso para implementarlo en unreal, y como exportarlo de subtance.
    GRACIAS!

  • @palpatinoshades923
    @palpatinoshades923 День назад

    The amount of information abel gives to people for free is insane

  • @drawishes
    @drawishes День назад

    woah thats some good stuff!!!

  • @-nikolllaos-
    @-nikolllaos- День назад

    Oh, yeah! I've been waiting for this!!!
    Thanks!!!

  • @AlvarGG
    @AlvarGG День назад +1

    Bravo Abe

  • @GE0attack
    @GE0attack День назад +1

    able you should make texturing/designer course for beginners and armature artists

    • @AbeLeal3D
      @AbeLeal3D  День назад

      we already have one my friend: www.abeleal3d.com/courses/SPBM

  • @aashu760
    @aashu760 День назад +1

    Can you create course for substance designer basic to advance

  • @ДругЧеловека-е5ч
    @ДругЧеловека-е5ч День назад

    Thanks!

  • @darren8406
    @darren8406 День назад

    amazing

  • @bhoneaunghein5793
    @bhoneaunghein5793 3 часа назад

    what is the different between 4 layer with asm metal roughtness?

  • @swaztik4972
    @swaztik4972 День назад

    so we basically turn the properties of these masks into sliders/customizable values which can then be tweaked in the game engine when working on similar looking objects? is that kinda the gist of it?