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Art of Pilgrim
United Kingdom
Приєднався 3 лип 2014
Art of Pilgrim aka Thomas Butters
Lead Weapon & Prop Artist at Facepunch Studios making Rust assets, weapons, vehicles and all sorts of other goodies.
You can find links to my twitch, twitter and artstation in the banner at the top right! Peace!
Lead Weapon & Prop Artist at Facepunch Studios making Rust assets, weapons, vehicles and all sorts of other goodies.
You can find links to my twitch, twitter and artstation in the banner at the top right! Peace!
Baking Props in Marmoset Toolbag 5
Hey everyone! this tutorial is a long time coming but i'm thankful i had time recently to make this comprehensive guide into baking props in Marmoset toolbag. I've had a lot of you over the years asking for this so i really hope it's helpful. Chapters below as always!
Peace!
Feel free to follow me on X x.com/ArtOfPilgrim
And join the discord! dsc.gg/pilgrim
00:37 Importing via the Quick Loader
03:00 Bake Settings - Geometry Tab
06:00 Bake Settings - Output
06:50 Bake Settings - Maps
08:00 Bake Settings - Naming Conventions for Substance Painter Auto Load
09:24 Bake Settings - Texture Resolution
9:56 Bake!
11:02 Correcting Skewing
12:59 Baking AO for Duplicate Geometry
13:46 Excluding When Ignoring Groups
15:43 Final Bake Results
Marmoset Toolbag documentation: marmoset.co/posts/toolbag-baking-tutorial/ (close to all the way down for the Best Results section)
Peace!
Feel free to follow me on X x.com/ArtOfPilgrim
And join the discord! dsc.gg/pilgrim
00:37 Importing via the Quick Loader
03:00 Bake Settings - Geometry Tab
06:00 Bake Settings - Output
06:50 Bake Settings - Maps
08:00 Bake Settings - Naming Conventions for Substance Painter Auto Load
09:24 Bake Settings - Texture Resolution
9:56 Bake!
11:02 Correcting Skewing
12:59 Baking AO for Duplicate Geometry
13:46 Excluding When Ignoring Groups
15:43 Final Bake Results
Marmoset Toolbag documentation: marmoset.co/posts/toolbag-baking-tutorial/ (close to all the way down for the Best Results section)
Переглядів: 1 072
Відео
Preparing An Asset For Baking
Переглядів 2,8 тис.7 годин тому
Hey everyone! Chapters below for those wanting to skip to different parts. Peace! Feel free to follow me on X x.com/ArtOfPilgrim And join the discord! dsc.gg/pilgrim 01:10 Chapter 1 Finalising the UV Unwrap - Making Sure Everything is Unwrapped 02:51 Proper Mirrored UVs 06:07 Check Hard Edges 07:37 Chapter 2: Mesh Integrity - No Flipped Faces 10:11 Correct Scale / Rotation / Location 12:36 Corr...
Weapon UV Unwrapping Process
Переглядів 1,9 тис.21 годину тому
This is a full real-time 1 hour video of me going through the uv'ing process of an asset like a gun and all the challenges involved and finding solutions as they crop up. The spud gun was a fun hackweek project i did for Facepunch, although i'm not really sure how it was ever supposed to be used in any project, i just fancied some texturing practice. In any case, i really do hope this snippet o...
Hackweek - SpudGun Timelapse
Переглядів 2,2 тис.Місяць тому
I originally created this for a hackweek - a stupid idea for Rust. Where you can weaponise potatoes in game. Stupid i know but i really enjoyed making it. There's something about just hyperfocusing a small asset like this with 1 or 2 materials that feels...refreshing. Video Chapters: 0:00 basemesh midpoly 58:00 Sculpting in Zbrush 1:05:35 Creating the Low Poly from the Mid Poly 1:39:20 UV'ing 1...
Rust Old Film Camera - UV Remake
Переглядів 2,7 тис.8 місяців тому
This evening I take a look at the camera and it's UV's. Going over them and improving them in Blender📷🤙 I hope this video helps! Enjoy! If you fancy hanging out and chatting or improving your own artwork why not join Pilgrims Lounge, the official discord?! dsc.gg/pilgrim Find me here! Twitter: ArtOfPilgrim Artstation: www.artstation.com/art_of_pilgrim
How To Not Suck at UV Unwrapping
Переглядів 47 тис.10 місяців тому
So, you hate uv'ing assets or you may think you suck at it too, and you not sure why there's so many that enjoy doing it. Well, this might be the video for you. Here i explain a simple approach to uv unwrapping that i use on every asset i make for Rust. I use Blender but the methodology used is transferrable to other 3d packages like 3ds/Maya/Modo etc. I hope this video helps! Enjoy! If you fan...
Improve Your Portfolio Renders in Marmoset Toolbag
Переглядів 18 тис.11 місяців тому
So, you want to improve your marmoset toolbag presentation shots for your portfolio. Well, i've finally put something together so you can in someway understand what i do - even though i feel like i have LOADS to improve on. I don't typically use the 3point light setup that is typically used but i do love it - but it isn't featured in this video. This doesn't mean i don't use it but just not in ...
Your Substance Painter Viewport Sucks and Here's the Solution
Переглядів 18 тис.11 місяців тому
So, your substance painter project doesn't feel quite right . It's not on par or even close to the renders you're getting in one of the many engines you're using - whether that be Unreal, Unity, Marmoset Toolbag, blender - whatever. It sucks, and you have no clue why - your asset doesn't look as good in Painter as it does everywhere else. In fact, you may even feel like it's hard to get reliabl...
Gammagotchi - Rust Hackweek - Timelapse
Переглядів 2,1 тис.Рік тому
Bit of an odd one this time around but this is a stupid idea i was able to bang out quite quickly in my hackweek for work. It really didn't take that long at all. I didn't include the modelling phase because I just didn't record it till the UV'ing stage. Hope that's okay! Enjoy! If you fancy hanging out and chatting or improving your own artwork why not join Pilgrims Lounge, the official discor...
Skinning Knife Timelapse - Rust
Переглядів 3 тис.Рік тому
Hello everyone! It's about time i uploaded another timelapse! But this one had to wait till the asset was out! So here's process of making theSkinning Knife for Rust. Hope you all enjoy it! #b3d #gamedev If you fancy hanging out and chatting or improving your own artwork why not join Pilgrims Lounge, the official discord?! dsc.gg/pilgrim Twitter: ArtOfPilgrim Artstation: www.artstat...
Remaking a M24 Stielhandgranate - Full Length
Переглядів 7 тис.Рік тому
As requested! The Full length version of the M24 Timelapse which can be found here: ua-cam.com/video/RBi3GkPhcBo/v-deo.html Enjoy! If you fancy hanging out and chatting or improving your own artwork why not join Pilgrims Lounge, the official discord?! dsc.gg/pilgrim Find me here! Twitter: ArtOfPilgrim Artstation: www.artstation.com/art_of_pilgrim 0:00 Building the Base Mesh in Blend...
Remaking a M24 Stielhandgranate 12+ years later! - Timelapse
Переглядів 4,2 тис.Рік тому
Ever felt like going back, like way way back to when you first started out and remaking something you were super proud of? Yeah i've been having those thoughts recently and i'm glad i did. The original M24 grenade i modelled a long, long time ago which would have taken me probably all day vs the 2nd one i have ever made, in 4hrs 25! I really enjoyed making this and it felt pretty awesome to be ...
How To Bake Down LODs & Materials For Optimisation + More Using Marmoset Toolbag
Переглядів 14 тис.Рік тому
How To Bake Down LODs & Materials For Optimisation More Using Marmoset Toolbag
How To Create Barrel Rifling in Blender
Переглядів 7 тис.Рік тому
How To Create Barrel Rifling in Blender
How To Make Stamped Text In Substance Painter
Переглядів 7 тис.Рік тому
How To Make Stamped Text In Substance Painter
How to Make Peeling Paint in Substance Painter
Переглядів 14 тис.Рік тому
How to Make Peeling Paint in Substance Painter
How To Make Zipties in Blender: The 3 Easy Ways!
Переглядів 6 тис.2 роки тому
How To Make Zipties in Blender: The 3 Easy Ways!
How to Make Welds in Zbrush - The Easy Way!
Переглядів 3,4 тис.2 роки тому
How to Make Welds in Zbrush - The Easy Way!
From Substance Painter To Blender - The Easy Way
Переглядів 34 тис.2 роки тому
From Substance Painter To Blender - The Easy Way
Knuckle Duster Pistol Modelling Timelapse
Переглядів 3,7 тис.3 роки тому
Knuckle Duster Pistol Modelling Timelapse
How to UV Unwrap in Blender - The Easy Way
Переглядів 8 тис.3 роки тому
How to UV Unwrap in Blender - The Easy Way
How to Make Springs in Blender - The Easy Way
Переглядів 12 тис.3 роки тому
How to Make Springs in Blender - The Easy Way
How To Make Tape In Marvelous Designer - The Easy Way
Переглядів 10 тис.3 роки тому
How To Make Tape In Marvelous Designer - The Easy Way
How To Make Tape In Blender - The Easy and Free Way
Переглядів 17 тис.3 роки тому
How To Make Tape In Blender - The Easy and Free Way
How To Make Welds In Blender - The Easy and Free Way
Переглядів 28 тис.3 роки тому
How To Make Welds In Blender - The Easy and Free Way
How To Make Welds In Zbrush - The Easy and Free Way
Переглядів 19 тис.3 роки тому
How To Make Welds In Zbrush - The Easy and Free Way
Thank you!
How did you make that tape? U have discord group?
Good video, Pilgrim, thank you. I would like to see how a professional like you, prepare the asset for export to game engine, and how you import into a game engine, like Unreal Engine.
Amazing vid, so many new things Ive learnt, keep it up!
Thanks for sharing your knowledge. I learned I've been doing a few things wrong all this time.
Thank you, you’ve saved my life!!!!!
I understand that individual pieces are easier to bake cleanly, but at some point I want all of the pieces to be one mesh to control occlusion queries in Unreal Engine. At that point, how do I combine the bakes?
@@halfsvrarcade they're all part of one UV set. So it just bakes one set of textures. Just combine the pieces back together . Simple
@@ArtOfPilgrim Oh ok, makes sense. Thanks for the clarification!
What does mirror global do in the RMB menu do 8:33? How and when would this beneficial? I'm familiar with the mirror modifier but this is new for me. Great video btw🔥
@@Mecha_Pilot great question, it essentially just flips the model in the chosen axis - it's quite different from the mirror modifier which essentially duplicates the original and flips, and depending on the origin will merge the two together if they're close enough.
So we export all of the named objects separately instead of 1 obj mesh?
@@kagan8579 for the bake yes. You can combine later for the implementation into a game or your final renders of course
@ thank you so much
Thank you for another amazing tutorial!
Big Thanks to this guy 🙏❤
love these types of videos. always learn something new
one of the best channels i found i hope you upload more tutorials and keep up the good work
❤🔥❤🔥❤🔥
Your work more quality than game 😅
Yes
as always a great video and with great tips! thank you
My pleasure!
the trick to fix mirrored UVs baking issues by offsetting textures is goated, i always just removed mirror modifiers before exporting low poly till now to avoid those problems, but this changes everything
I learn so much from your videos. Thanks!
How do you get around the issue of Substance Painter exporting a texture set per separated object, rather than pooling everything into a single tidy set? I HATE having to spend 25 minutes in PhotoShop combining everything manually every time I finish a model. It also severely limits how much island dilation I can have.
Great question, it's all about the materials you set up in your dcc, lets assume its blender. If you have multiple materials for each object, Painter is going to assume you want multiple materials for each object. So, assign only one material to each UV Set. so if you have two UV sets, only use two materials in blender when you export. Make sure you have no other materials applied to the objects. Sometimes you have to select all the faces (rather than just the objects itself to apply the material properly).
This video is great, all the tips and experience can be seen! This comes in a very good moment, I'm working on an internship with job opportunity, whish me luck Pilgrim :')
smash it dude
Thank you so much! Also I love your work, very inspirational!
How long does an asset like this take to create?
Absolute treasure of a video. Thank you!
amazing quality knowledge, dude! Your effort is very much appreciated! I had a few students say triangles are bad because they heard it somewhere. I always ask them to explain why and they can never explain, because who ever told them that, didn't explain also :)
do you use the same low poly model for baking and then for the game engine ? or is the one that goes into the game engine different, like idk, without triangulation for example?
Yep one and the same, the only difference might be that i'll combine it altogether as one mesh. unless it's necessary to have parts separate. Like if something is being driven by code like the dial moving for example.
I wish I see this video ten years ago lol. Great reminder for baking. My question is what is difference of All Transform 11:27 and All Transforms to Deltas ?
Good question, All Transforms to Deltas is normally for animation purposes as delta transforms secondary values that are applied on top of the primary transforms. So when you use the delta transform version, you'll see it switch to the Delta Transforms instead. Take a look in your object properties tab and open up Transform and its Delta Transform subpanel and apply the delta transforms. They switch. So All Transforms, keeps the object data in place as it sets the new values of rot/scale/loc as default 0.
@@ArtOfPilgrim @ArtOfPilgrim, thank you for your detailed answer. I have a question about when I click “All Transform,” the object’s origin moves to the center. Is there a way to prevent this from happening?
@@AA-rc8uy you can't from All Transforms but what you can do is apply only Rotation & Scale. Go to Object -> Apply -> Rotation & Scale. This will leave the origin point alone. Also to note, it's not tht the origin is being reset to the center of the object but the world origin i.e 0,0,0.
@ thanks man! You made my day with all detail answers :)
great pace and explanation, thank you! Could you turn on the shortcut UI for your next videos? Could help further understand the process!
❤🔥❤🔥❤🔥
Awesome video as always!
Thanks for sharing your knowledge. This video was really helpful.
why do you mark sharp after marking seams, rather than using the original sharp edges and marking the seams based on them? you could shift+g, select sharp, then mark and then add any extra seams that are needed
super helpful. can i ask what keys you bind - linked flat faces, boundary loop and mark seam to? I'm always struggling to find available hotkeys to bind stuff to.
Hey there! How would you deal with the ''pillowed'' normals due to tris?
@@solidtechnician6990 pillowed normals? I don't get anything like that. You're supposed to triangulate before baking anyway
HONEY WAKE UP ART OF PILGRIM POSTED
I can't find the words to properly express my gratitude to you. You're just the best. I'm glad that a professional like you is trying to help us. Thank you so much for your videos. I hope that in the future there will be many times more of them.
At 30:00, that edge looks like such a sharp corner I never would've thought to make it one island, I thought it would need to be sharp But one thing I found recently that may have been helpful there is that you can select certain verts and unwrap those, they should move to an area where it has the least amount of distortion and you can fine tune it from there
Such a legend for putting all this content out there, appreciate the info!
Thank you so much for the kind words, i'll continue as i can!
Insanely valuable learning resource. Thank you!
My pleasure my dude!
2:13 - I am wondering if there is any way to export from Marmoset HDR to Substance Painter? Marmoset's HDR file format is .tbsky, damn.
I been using metaballs. Yours looks WAY better.
Aaah adding AO to that, thats just genius
How long did this took in total?
good tutorial, but i dont have flip in my quick favorites where do i find flip normally?
we need a camera 3d modeling and texturing tutorial
great video , I like you job with the geometry. Have a question .What interface is that ?
Welcome back. Need more videos <3
Amazing as always
One of my fav 3d modelers back at it ❤