What You Get Wrong About Smart Materials in Substance Painter

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  • Опубликовано: 28 авг 2024
  • In this Substance Painter video tutorial, we talk about what most beginners get wrong. Instead of crafting carefully made materials, they will rely far too much on smart materials and smart masks, disregarding reference and the story of the model.
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Комментарии • 243

  • @kirilzangagolev3401
    @kirilzangagolev3401 5 лет назад +244

    Its really good to add a grunge on subtract blending mode over the edge wear and then add another one on linear dodge. Then its much less uniform.

    • @FlippedNormals
      @FlippedNormals  5 лет назад +11

      Great tip!

    • @cristiancojocaru9821
      @cristiancojocaru9821 5 лет назад +1

      I was also thinking about that but it'll still be quite uniform in terms of how large the area is each time even if the edges aren't smooth, you know some people are going to stop there and not go the full mile.

    • @musashidanmcgrath
      @musashidanmcgrath 5 лет назад +4

      I take it a step further and ALWAYS polish paint ALL my masks by hand using custom scratch brushes and wear/damage stencils.

    • @blouko
      @blouko 5 лет назад

      Would this be done by painting the grunge on the paint layer? I'm confused on how to add the grunge over the edge wear.

    • @musashidanmcgrath
      @musashidanmcgrath 5 лет назад +3

      @@blouko You stack more Mask Editor layers with custom grunge maps and set them to overlay/multiply/etc

  • @btdarmstad5815
    @btdarmstad5815 5 лет назад +14

    I like how you dig into the actual creativity here, unlike so many tutorials out there that only show you the technique.

  • @feistyferret7299
    @feistyferret7299 5 лет назад +168

    I remember back in the day when you actually hand painted the textures in Photoshop and manually did overlays and masks etc. Back then it was easy to spot that one rusted metal texture from cgtextures that everyone and their granny used. :> Now you just spot smart materials. I feel old.

    • @falloutworldrecord
      @falloutworldrecord 5 лет назад +8

      Eh don't worry mate, I used that rust texture a lot back then.

    • @xdeathknight72x
      @xdeathknight72x 5 лет назад +5

      lol everyone had the same rust, grass, grunge, and chipped paint textures

    • @Aussie.Owlcoholic
      @Aussie.Owlcoholic 5 лет назад +3

      It wasn't that long ago that photoshop was the main tool though, so don't feel old!

    • @olahaldor
      @olahaldor 5 лет назад +9

      @@BannedIP there's nothing stopping you from projecting and painting textures, even in Painter. :)

    • @Sirin111
      @Sirin111 4 года назад +1

      I think i saw a leaks texture from textures.com on one of the GTA 5 big trash trucks.

  • @leoleo1035
    @leoleo1035 5 лет назад +13

    For a second I was scared, like "Oh man I do that!" And then you showed the cleaning-up and the brushing part. And then I felt at ease. "Oh man I do that!" :)

  • @anshsharma2652
    @anshsharma2652 4 года назад +118

    Directions unclear: spent 3 hours imperfecting my perfect texture

    • @blenderium
      @blenderium 3 года назад +4

      The only comment that utilises the directions unclear in an actual way and no memes

  • @vytasatvmanstudios
    @vytasatvmanstudios 5 лет назад +9

    Also it helps to understand the process of coating materials. Is it powder coated, e-coated, Anodized, Booth spray painted, or electroplated? What are the characteristics of each? Where is the coating thicker for each type (they aren't all capable of even coating)? Where is the coating the weakest and vulnerable to weathering? Once you understand that, then you can create more realistic weathering and corrosion.

    • @LukasBruess
      @LukasBruess 5 лет назад

      Now if you made a video covering that I'd be terribly interested :)

  • @sedrakberberyan4442
    @sedrakberberyan4442 5 лет назад +44

    I would love to see more Substance Painter videos.

  • @paragsatyal2330
    @paragsatyal2330 5 лет назад +3

    The two dirt brushes are definitely the go to. The mold one is also good for not just mold but a whole lot of other stuff. The dots are also good, but I also use a lot of alphas to paint masks, especially the fingerprint and palm print stuff. The square-brush looking alpha is also good for making things look like as if they were physically painted.

  • @makkon06
    @makkon06 5 лет назад +4

    You guys had the opportunity to make a "Substance Abuse" pun and it never happened and I've never felt so let down

  • @GlossRabban
    @GlossRabban 5 лет назад +2

    I learned this in sorta a hard way.
    I downloaded a ton of smart mats for an asset I was making, and just tried almost all of them on. And it never ended up lokking the way I wanted it too.
    So in the end I realized, that I had to do the rest of the work myself.

  • @doomsdaytuther5095
    @doomsdaytuther5095 2 года назад +2

    Thanks for the advice. I think the problem is that most "Substance Painter video tutorials" tend to get too long winded in explaining something as simple as adding a smart material to a fill layer. Instead of taking things one at a time they will have 5 more layer and black masks before they tell you they are done. I think people that watch video tutorials are too afraid to point out mistakes in videos that make it hard for them use the program fully. You do not have to know how layers or blending modes work in other softer but they feel they need to explain whether you have or don't have this other software.

  • @HaroldScottIII
    @HaroldScottIII 5 лет назад +1

    I just wanted to bring the great point you guys made about the different stages of rust and wearing of paints. There is also the additional coats paint and use primer to consider that has different looks and principles compared to other paints

  • @omni_frame
    @omni_frame 5 лет назад +7

    damn, you guys are so impressive. You constantly tackle things and subjects from a very conceptual and reflective side, which is so valuable and inspiring! thank you so much for all the hard work!

    • @FlippedNormals
      @FlippedNormals  5 лет назад

      Really means a lot! Thanks for the support :)

  • @ImaginaShip
    @ImaginaShip 4 месяца назад

    I had a painting teacher a long time ago who stressed the importance of not using paint straight from the tube but instead coming up with your own “recipe” to give your colors a more unique feel.

  • @Anonymous_User69
    @Anonymous_User69 5 лет назад +1

    Also useful tip - by using F1, F2, F3 buttons, you can quickly switch between UV view, 3D view and both. Great for getting a quick look upclose on textures.

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol 4 года назад +1

    I also like to go over my materials to add variations. For example, rubber tire material can be used in many many places such as tire, electrical tape, cable, latex mask / gloves, military object etc. I believe it's all about creativity. People can still use the same Smart Material in countless places. They just have to know what characteristics fit the story.
    Also, the thing that you guys did between 9:00 and 10:00 can be also done with the help of the ambient occlusion map as well.

  • @emmanuelchacon8900
    @emmanuelchacon8900 5 лет назад +4

    I'm so addicted to your commentaries. Definitely my favorite dynamic duo. (More Painter Content Please.)

  • @olahaldor
    @olahaldor 5 лет назад +2

    Fav brushes; default, dirt 2, dirt spots, mold.
    Painting is usually left for projecting decals. I try to do as much as I can by layering masks and save smart materials.

  • @rickkay9548
    @rickkay9548 4 года назад

    Great points about the item history and timeline. Lots of applicants tend to ignore this and don’t walk the item through its own history. How many kids climbed the item and where are their feet likely to land? Where will dust settle? Whats is the path of water and what dries first? Chains swing and people drop things to gouge and nick paint layers out. Well done video for making this priority.

  • @joaomagalhaes2755
    @joaomagalhaes2755 5 лет назад +1

    i just know that it's great to see you guys just do stuff, i dont necessarily need substance videos, just more videos from you guys, its really chill just to see and hear you guys opinions and jokes while providing great tips and sugestions about general when it comes to broad term of arts and visuals etc. great job !!! im waiting for more

  • @jfcomposition
    @jfcomposition 5 лет назад +1

    Flipped normals allways thumb up !

  • @3dfer383
    @3dfer383 5 лет назад +1

    This video is gold, i'm going to have to make a lot of textures in substance for a scene i'm making and this gave me brilliant ideas...at least as brilliant as they can be at 4:00am

  • @ramensushiegg6907
    @ramensushiegg6907 3 года назад

    As a student , I am very glad u made this video and I managed to found it. This is really gonna be helpful for my assignments and stuffs. Thanks for this awesome video.

  • @malikmcclain1510
    @malikmcclain1510 5 лет назад

    You guys are the most helpful channel I've come across on RUclips for this kind of stuff

  • @Hutorch
    @Hutorch 5 лет назад

    Apart from it giving the asset much more character and not looking so generic, I also find it much more fun to go over it layer by layer adding grunge and details by hand.

  • @soggymcfries8072
    @soggymcfries8072 5 лет назад +27

    You guys are missing the key point which is reference. Without showing it and discussing the details everything can be arbitrary.
    In my experience the most common mistake is making art without a reference. Not relying purely on automatic masks. Answering questions like "how does a hydrant get old, how does the dirt build up and paint gets chipped" is the key. That's the real reason behind what You're talking about in this video.

    • @DavidB-rx3km
      @DavidB-rx3km 5 лет назад +2

      Only beginners use what the people on this video are talking about, it's part of the learning process, and every tutorial will demonstrate this for beginners. Experience brings the things you are describing, and I can't see any point to this video at all apart from pointing the finger at people who have never used the software before.

  • @KimboKG14
    @KimboKG14 2 года назад

    as a programmer, not a designer I like baking out the generated maps like curvature and process them with some low scale noise, before putting them back on.
    Smart materials are most usefull to me when I finished one object with massive stacks of procedurals and save it all to a smart material so I can keep a coherent look on multiple objects.
    Once all of this is done I rather use shader to get the fine differences between multiple objects in the shader.

  • @muneebkhaki
    @muneebkhaki 4 года назад

    Just started painter recently, glad I have the right mindset

  • @LizIsRating
    @LizIsRating 4 года назад

    PREACH! Thank you for this. I'm an educator at an university, and substance painter has become the bane of my existence concerning student surfacers/texture artist for this exact reason! :) (I love the program tho!)

    • @FlippedNormals
      @FlippedNormals  4 года назад

      Thanks for watching! It's really frustrating when people skip the hard steps, going directly to magical texture maps

  • @annecalamuccimucciart1579
    @annecalamuccimucciart1579 5 лет назад

    It was really helpful. I used to do textures 100% procedurals, but thinking like this, its really more interesting than just create some generators.

  • @JapjeevSinghKohli
    @JapjeevSinghKohli 5 лет назад

    I learnt a new method of just creating the right "ROUGHNESS" map! Get the base colors right. It is soo important to get the base color right as we should be able to get the feel of what the object is just with the base color. The trick I learnt is just get the base color right and then export the color information to B2M, Shader Map or Photoshop and generate the roughness map from there and bring it back in Painter and apply on a fill layer with the "ROUGHNESS" channel enable and then play around with numbers! In this fashion you will have a bit more extra control over the roughness map! As you can still add on roughness effects from the base fill layers! It is just like we do in Mari! Take the necessary base textures required and drag to the roughness channel and then go on adding some additional stuff! Though a bit lengthy but really pushes your textures forward!
    Amazing Work! 💪

    • @JapjeevSinghKohli
      @JapjeevSinghKohli 5 лет назад

      Obviously we will still have control over the over the roughness from the fills (beauty of painter) but it is just a personal preference!

  • @JeffydimWitt2nd
    @JeffydimWitt2nd 5 лет назад +4

    But... Smart Materials are the "Make Awesome" buttons...
    Joking aside, I really enjoy this content as it combines the techniques required to use the software with the artist's perspective, highlighting why we study the fundamentals of design and art in the first place. Applying those fundamentals with the techniques that get taught in a class really separates people who can make 3D objects, and the people who make 3D Art. Great Video! Can't wait to see whats next! Would love to see some Substance Painter workflow videos, possibly with managing LOD's textures for games? Maybe even a Hair Card/Texturing series would be AMAZING.

    • @xdeathknight72x
      @xdeathknight72x 5 лет назад +1

      My instructor always said "There is no "make Star wars" button because if there was we would all be out of a job".

  • @lanberiondale6363
    @lanberiondale6363 5 лет назад

    Something I still have problems with, but mostly due to lack of knowledge of substance painter on how to do what I have in mind so I switch to look alike smart material and tweak it a bit, but I definitely need to put more attention to this. Thank you for this video. If nothing else, it gave me the motivation to focus more on substance painter.

  • @edgajam
    @edgajam 5 лет назад

    I love using the sandpaper brush with some tweaking for adding wear, and the default hard brush to blot metal bits in and the invert the brush and cut back the blots to create individual scratches. Dirt 1 and 2 are also great tools to use.

  • @SuperDeano1000
    @SuperDeano1000 2 года назад

    There should be a "Life Saving" button. Thanks so much, FN.

  • @diegorago6924
    @diegorago6924 5 лет назад

    The Bark brush is amazing! if used sparingly you can see a good degree of random lines and crossed "scratches". I think it has a nice pattern.

  • @Ganjaxan
    @Ganjaxan 5 лет назад

    Just started learning substance painter and looking into smart materials, the timing is impeccable ^_^

  • @JCobesV2
    @JCobesV2 4 года назад

    Great stuff guys! Already had a solid grasp of what you went over but it was still refreshing to hear the emphasis on storytelling. I did take away the polygon fill tool though, which is amazing. Big thanks :)

  • @Ali-yd3mb
    @Ali-yd3mb 5 лет назад +1

    I also like the dirt brushes they're pretty good in combination with the noise textures within Painter

  • @DavidAllen_0
    @DavidAllen_0 5 лет назад

    My favorite brush for the eraser is called Chipping from the allegorithmic site.
    My favorite for painting masks is anything with the Charcoals or Chalks. Sprays are very useful. Same with the Pencil brush, I use that often for very fine details. Turn up or down the opacity and flow too. Too high is typically too harsh.
    Other than that, I'm still experimenting

  • @GLYNDYER
    @GLYNDYER 5 лет назад +2

    Same goes with using stock models and not just texturing. If you want a unique look you really have to make models and textures yourself .

  • @spacep0d
    @spacep0d 5 лет назад

    This is kind of like the synthesizer preset vs. custom sound argument. There are hit songs where I can identify a famous sound, and some people have purchased synths just to get a specific sound. Like a preset sound, material, transition, I suppose bad art can manifest in many ways, and good art can make use of presets.
    I think someone with an artist's eye and mastery of Substance will create their own masks, though a smart material can be an excellent basis to work from IF you properly bake your curve maps first. Then, the smart materials are 'smart' and following the contours of your objects.
    The end result is what matters, and the end-user isn't exactly gonna look at a game and say, "OMG THAT IS PAINTED STEEL 21B by Allegorithmic, which was recently acquired by Adobe!"'. ;)
    Okay, a dev might say that but if it looks good, it looks good.

  • @xdeathknight72x
    @xdeathknight72x 5 лет назад

    Great overall thought process video
    Showing the "Mask Builder" would be a very helpful technical tips video, kind of like the anchor points video which really helped me. Knowing these things are there and how to use them to your advantage is great for everyone.

  • @martinaggerholm8992
    @martinaggerholm8992 4 года назад +1

    Love your conversation style of doing tutorials. Can you maybe do one on stylised usage for Substance, compared to the realistic looking?

  • @philipgilbert3772
    @philipgilbert3772 5 лет назад

    Yeah I love the paint mask to paint on where you want the edge detail from the curvature. Instead of it being uniform.

  • @JagsP95
    @JagsP95 5 лет назад +17

    when is the full indepth tutorial coming out?

    • @FlippedNormals
      @FlippedNormals  5 лет назад +16

      Hopefully next week!

    • @JagsP95
      @JagsP95 5 лет назад +1

      @@FlippedNormals cool thanks!

  • @lightning4201
    @lightning4201 Год назад +1

    Great advice. Ty for the video.

  • @AlCalvo
    @AlCalvo 5 лет назад

    Awesome video. Can't wait for the full indepth tutorial. Thanks FlippedNormals!

  • @cristiancojocaru9821
    @cristiancojocaru9821 5 лет назад +11

    What are your secrets fire hydrant? I must know!

  • @tylerbeaumont
    @tylerbeaumont 2 года назад

    I try to avoid using smart materials (or at least using all the layers of a smart material). It’s easy enough to layer your own textures or use the standard materials and layer them that I barely see the point in using smart materials that come free with substance (unless you’re just figuring out how they work or something of course). Substance is so powerful, using smart materials just takes so much of that power out of your hands and into the hands of a boring algorithm

  • @theophileeyong787
    @theophileeyong787 5 лет назад

    A tutorial on how to paint away masks (not using the slides) would be cool. I think my main issue with texturing is having full control over where I want detail to be.

  • @TheRipperSplitter
    @TheRipperSplitter 5 лет назад

    Awesome vid!
    Something that I like to do as well as hand painting some additional information into the mask is adding variation via the use of fill and some of the grime alphas that come with substance.

  • @srbinbwe
    @srbinbwe 5 лет назад +2

    Just in time when i needed this.....thanks for the video

  • @coffeediction
    @coffeediction 4 года назад

    I thought about it too before Ive seen this video, cause i noticed it alot in games lately, just thought it was "normal" already, apparently not. Thank you dude!
    Every single thing I was doing, was actually wrong xD at least I know the UI now

  • @koko-nw1fv
    @koko-nw1fv 5 лет назад +1

    Thanks You Very Much.That's is really Good.

  • @whitestbloom
    @whitestbloom 5 лет назад +1

    nice tutorial ! i learned so much, but i have one question the rust shouldn't be under the steel, since the rust is the steel got eaten by the
    oxidation ?

    • @shibino2973
      @shibino2973 5 лет назад

      It should be an oxidized area of the steel

  • @Archimagus
    @Archimagus 4 года назад +1

    Some good information here. But I do have to say, as a game developer, for 80-90% of assets, no one cares about it's story. Also, bespoke assets for everything just doesn't work. I guess my point is, sometimes just slapping the generic procedural material on something is totally plenty good enough. As an example, I made an escape the room, with a key pad to open something, and I took the time to make it all nice, and went through the trouble to make the four numbers that make up the code be way more worn than the rest of the buttons to try and help people with the code. As far as I could tell, no one even noticed so it was a complete waste of time.
    I do agree that a few key hero assets should have this kind of attention paid to them, but for many of the assets in a game, it's just a waste of time.

    • @FlippedNormals
      @FlippedNormals  4 года назад +1

      Absolutely! This is our opinion too: If you can get away with a smart material, go for it. Treat hero assets with the attention they need and dont use smart materials as a crutch.

  • @sandyplelt3747
    @sandyplelt3747 3 года назад

    I think we got the point, we want more technical conversation

  • @stout8529
    @stout8529 4 года назад +1

    2:36 I you would have done textures like that say.. 10-15 years ago, you would have been hired as a chief god texture artist on spot. Now it's literally 30 sec and a throwaway.

  • @kidehoward93
    @kidehoward93 5 лет назад

    id like to see a quick video or post explaining the difference of making a smart material in Substance Painter versus Substance Designer

  • @WeThePuppets
    @WeThePuppets 5 лет назад

    Nothing wrong with My Chemical Romance! Good info guys!

  • @Vilde321
    @Vilde321 5 лет назад

    Good info here, recently subscribed to substance and haven't really thought about many of the things you spoke so thanks!

  • @cheezyneSSful
    @cheezyneSSful 5 лет назад

    Another great video as always!! I would love to see more substance videos! Maybe an intro to designer as well. I've been having a hard time breaking into that one.

  • @Serienjunkie2811
    @Serienjunkie2811 5 лет назад +1

    Can you do videos about specific Texture maps in substance? Like opacity for glass or emission for light

  • @brianhall8440
    @brianhall8440 5 лет назад +1

    More videos please of painter I need to dig in and learn it!

  • @crysiscontained4421
    @crysiscontained4421 10 месяцев назад

    I agree with nearly everything except how you worded the intro. It doesn't matter if you can tell what presets they are using as if you know the programs well enough...you can always tell. You are just describing laziness or someone trying to game the system (if by applicants you mean job applicants.)

  • @zoh0014
    @zoh0014 Год назад

    love you way of your explaining

  • @jonathanxdoe
    @jonathanxdoe 5 лет назад +36

    A lot of talk not much showing. They could have changed the parameters in mask to reduce the artificial chipping effect. 10 seconds job with better result, THEN few brush strokes where ACTUALLY needed. Slightly better than a noob, not quite a professional workflow...

    • @rockingheadbangers
      @rockingheadbangers 4 года назад +11

      "a lot of talk not much showing" is how I'd sum up every flippednormals video I've seen

    • @unreal684
      @unreal684 4 года назад +1

      they claim that beginners rely too much on smart material and mask, for their info when i started with substance painter, i didn't understand how it works or how it is, i see all these as tools for artist and we can still apply them in anyway we want

  • @DrPickleCheese
    @DrPickleCheese Год назад

    when I use metal edge wear, it always just fills the entire model, idk how to get it to go on the edges, do I need to have those edges marked as sharp? or something different

  • @mikkelmelby
    @mikkelmelby 5 лет назад

    Great vids as always! Could you do more on creating good Alphas for Zbrush and Mari? tips and tricks with layers and blending modes? Happy Valentines dag!

  • @naughtyadventuresofmcbrouh5410
    @naughtyadventuresofmcbrouh5410 5 лет назад +2

    MORE PAINTER CONTEnt PLS We LOVE U

  • @charliemakescartoons
    @charliemakescartoons 5 лет назад

    wow, what a clever approach to texturing. Thank you!!

  • @kickoffgamer6838
    @kickoffgamer6838 5 лет назад

    Thanks for this video , you reached on me in right time . Hope i'll rectify my mistake in my demoreel .

  • @bruce4551
    @bruce4551 3 года назад +1

    4:40 Good Start as I know what you are talking about there, being a person who was born in there :D

  • @Meteotrance
    @Meteotrance 5 лет назад

    if it's a mechanical part or ground thing, Procedural is ok, but when it goes human like, creature like or trees and generaly organic and non linear stuff, hand painted is a necessity. I agree with your statement, those big movie and videogame company doesn't wan't you to be a "preset guy", but with soft like that this, it could be a norm ^^.

  • @zrise8023
    @zrise8023 4 года назад

    What an informative video, would love to see more Substance painter videos.

  • @Sunachamon
    @Sunachamon 5 лет назад

    Hey guys,
    i was wondering if you could do a video on Low poly Models and Texturing.
    I personally am rather new into the whole modeling scene and i dont really dare to go too high poly, so i focus on low poly (also high to low poly baking at times), and am trying to improve that as much as i can before i continue on to high poly models.
    Is that a sensible aproach? is it a waste of time? What should i practice when doing low polys? Are there tips for substance painter in combination with low polys? Is it useful to begin with to use substance for LP? etc.
    If you have time for that i would be super interrested! :)
    Thanks and great video as always!

    • @Serienjunkie2811
      @Serienjunkie2811 5 лет назад

      Sunachamon that’s at least how I started learning modeling. The more polygons your model has the more problems you will face, I guess. To start with low poly is a good way to understand the fundermentals of 3D. And in particular to learn edge flow and how to solve ngons. When you have a decent model with a low poly count and only quads, you can pretty easy make it high poly by adding more edges and preview smoothing it

  • @poolplayer322
    @poolplayer322 5 лет назад

    Cant wait for the substance tutorial videos!

  • @nielsvdmarel
    @nielsvdmarel 5 лет назад

    can't wait for the tutorial! Thank you!

  • @professorOFgameplay
    @professorOFgameplay 5 лет назад

    Hi guys, I’m in my last year at uni and working on my dissertation. I’m modelling a 3D environment/set for my final project but have no idea how to use substance painter. Would be a massive help if you guys could go really into detail step by step of getting started in it including what your UVs are looking like before when you first put the asset into substance to get a sense of the layout. Would really appreciate that as soon as possible as if your able too, my deadlines coming up in a couple of months. Thanks again for all the vids :) - Will

    • @ogs_Boga1900
      @ogs_Boga1900 5 лет назад

      if u do environment u really need to be good at designer and tiling materials.... depends on the size of the scene and texel density. painter is more for props/chachters

  • @MrOmin13
    @MrOmin13 5 лет назад +6

    Hey guys, you know you didn't really use any smart materials in the video??
    Literally all i saw was a mask and hand painting materials.

  • @GalacticEmpireLabs
    @GalacticEmpireLabs 5 лет назад +1

    Wow how do you see those high horse from that sky high ivory tower you're in?

  • @Art_of_Syn
    @Art_of_Syn 5 лет назад

    OMG thank you for addressing this!!! I absolutely love all the cool new things that come out with every new toolset update and new software tools. They allow us to make some really awesome art, either making the creative process "faster" and/or allowing us to do things that were previously impossible/ near impossible to make before. However, these are TOOLS, and the tools don't create the art, the ARTIST does. Cultivate ones inner artist, creativity, and ideas to be expressed is the primary goal, the software and tools are only the delivery method.

  • @KevinSaunders
    @KevinSaunders 5 лет назад

    Great Tips/tutorial, really looking forward to using Substance Painter soon. Be great to know what setup machine your using

  • @DigitalArtcast
    @DigitalArtcast 5 лет назад

    Great video guys! Would still love to have you on the show!!

  • @martinconstable5911
    @martinconstable5911 5 лет назад

    Very good advice for a student!

  • @dityayunis19
    @dityayunis19 4 года назад

    Hi I'm just learning Substance Painter, and I'm learning about Metal Edge Wear for my Generator. Which I'm confused because I don't see the Edge Wear effect, even when I click on alt + LMB on my fill layer, I only see black without the Edge Wear effect. Why did it happen?

  • @LadyGrace2
    @LadyGrace2 5 лет назад

    Is this asset part of a tutorial that as can do and build/following along? it would be cool to do. Keep up the good work guys

  • @simonthedigger99
    @simonthedigger99 4 года назад

    TIP : for more variation change the brushes jitter values

  • @aliensarecoming
    @aliensarecoming 4 месяца назад

    How are you flipping your brush to black?

  • @mrvfx2282
    @mrvfx2282 2 года назад

    Great tutorial

  • @monty5047
    @monty5047 2 года назад

    wow i already know these things, awsm vdo

  • @eliasdegasperi_art
    @eliasdegasperi_art 5 лет назад

    Great video! Nice work guys

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 5 лет назад

    5:14 So the only way to fix such material misassignments is to use a paint tool? You cannot simply select vertices and assign a different material?

  • @LyubomirIko
    @LyubomirIko 5 лет назад +2

    1:16 - "Leave the smart materials alone"
    ...(Pulling out IQ test for Smart materials behind my back :::)

  • @MrGTAmodsgerman
    @MrGTAmodsgerman 4 года назад

    Its all about doing it authentic. I take that for granted

  • @anndyle1175
    @anndyle1175 3 года назад

    What hotkey did u do to paint and unpaint red mask sir, thank

  • @ReddoFreddo
    @ReddoFreddo 5 лет назад +1

    What if you're an Indie studio and you need thousands of assets but only have a few people to work on them?

  • @martindiavolo1635
    @martindiavolo1635 5 лет назад +2

    As always good material guys ;)

  • @kendarr
    @kendarr 3 года назад

    Reference is king, thats all i have to say, nothing is more realistic then real world