Ohh a light mask layer to project a texture of hand painted grass on light spots nice I bet that's what stlizedstation did for his patreon half of his video
This is epic buddy! I've just started learning stylized projects workflow, and there's not much free stuff out there. But I've learned a lot watching this, Great job!
This is satisfying to follow, tried it myself, learned to use bisect tool which seems really versatile, but for some reason when I tried to get into sculpting and I remeshed the rock didn't act as nicely as it did for you in the video, wonder if I missed some step, applied scales too if it makes difference and tried to watch the steps in slow mo but it seems you didn't do any tricks before starting sculpting and remeshing. Also for game production purposes it's probably smart to remove the bot part of the meshes because it will never be seen in the game for optimization?
Hello. Make sure you close entirely any mesh you want to remesh, like if you remove bottom faces and then Ramesh, blender remesher will create holes and bad mesh, I dont know if that's your problem but usually it happens. And yes, it is better to remove bottom faces for games, just I left it like that because as I dont have a ground, people can see it under in sketchfab :D
Brushes that i've used: My Brush Set★ bit.ly/A_H_Rock_BrushSetVol1 ★ - Blender & Substance painter default brushes - bit.ly/ARTBrush1 (Paid support link) - bit.ly/ARTBrush2 (Paid support link) - blendswap.com/blend/18735 - cubebrush.co/luisarmstrong3d/products/zywuhq/rocks-cracks-brushes -------- Materials for substance painter: - ko-fi.com/s/153ec87cdc -------- ► HIRE ME On Fiverr if you want custom models for your game: bit.ly/FiverrAgustinHonnun
@Duke Ismael i really appreciate your reply. I got to the site through google and im trying it out atm. Looks like it's gonna take quite some time so I will get back to you later when my account password hopefully is recovered.
I would have much prefered if you showed your procedure in real time rather than speed go trough. For beginner people like me it's more crucial to understand what you do and why you do rather than looking and not understanding what you are doing. The end result was awesome I liked it alot but I would love it even more if I could do the same.
Yeah I know, I hope some day I can do that, I want to do tutorials, talking and showing a lot of the process in real time, unfortunately for the moment I don't have enough time for it and I need to enhance my English speaking :(, that's also why I don't call the videos "tutorials" and just "making / speed modeling"
@@agustin_honnun Well, this video was so good that I just subscribed and I can't wait to watch more of your stuff. If you ever have paid courses or something, I'm totally buying them. I wouldn't even worry about your English when speaking as long as the visuals are easy to keep up with. Thank you for sharing!
Thanks for tutorial! Just got a question if you don't mind. Why did you change the fbx export setting in geometry, smoothing to "face"? I had no trouble with normals only so I thought that I don't know something. And did you still apply auto smooth to your low poly object or you just kept it smooth? The reason I'm asking is cause I'm not sure what are the best setting for baking in SP
Normals only is the best option I think, I was changing it some time ago because an unreal client requested this because unreal show you an advice with normals only smoothing, Now I prefer to continue using normals only.
For rocks I don't apply the auto smooth because will have some sharp parts, I prefer to use smooth without auto smooth because the normal map texture give you that sharp illusion using the high Poly version, just for rocks
@@agustin_honnun Got it, I was just watching some Maya tutorials and saw that “soften edge” function was used on the rocks, which kinda looked liked a “shade smooth” function that we have in blender, dunno if I’m right or not. Do you actually have to mark sharp edges that are close to 90 degrees if you have an organic models such as rocks?
serious question here: wouldnt it had been easier if u made a duplicate of the obj right before u sculpted it to keep as a low poly to bake the high poly unto it? like baking the normals from the high poly ( post sculpting model ) and then used the low poly ( pre-sculpt) to apply it? then ur albedo could have been taken from substance painter off of the high poly model?
Hello, you can do that, yes, but I prefer to remesh it and decimate, because you take away the interior faces and make the model a single mesh instead a lot of meshes merged as one object, you can maybe have the same amount of triangles or similar using both methods, for the one I use I think is better talking about the technical part, but takes a bit of extra time.
How did you get the normal map bake from blender to apply into substance painter? I'm trying to bake my normals in blender and it's turning out terribly, but yours looks so smooth when you go into substance painter. You're very talented, thankyou for showing this!
Hello, thank you :D Did you check the UVs? If they are not correctly made you should see glitches or bad bake, like textures overlapping others. If this is not your case, check you have the same suffixes in the low and high poly versions. To bake the normals in substance painter you need to export your low poly model and the high Poly sculpture, both should be located in the same place and should have the same scale rotation position applied, then you open the low poly with uvs correctly made in substance painter and then in the bake section you need to select the high poly, then tweak the options there, they are many different options so you have to investigate about them
@@agustin_honnun oh, maybe that's what I'm doing wrong. I'm trying to bake the normals through blender with smart UV project and export the model in quixel mixer instead of substance painter, because I use mixer instead. Trying different options, but nothing seems to work. Thanks for the response, ill keep trying!
Hey, I've downloaded your smart materials and I was wondering how to add them. I've been getting an error that "they cannot be imported as a 'smartmaterial'. Any idea how to fix that?
@@rogierstam5838 Hello, for some reason your comment was held for review and UA-cam didn't notify me. I exported the material using Substance Painter 2021.1.0, probably that is the problem.
@@agustin_honnun ı just fixed it, on the place which you select the face mode, vertice mode etc. there is boxes, you tick them and it starts to do the trick, i have another issue with something, when baking substance painter maps, the colors are flat, on every map, i tried everything
Edit mode - > Mesh Menu - > Bisect When you use it, you need to open the tool panel on bottom left and check the options you want to have when using the bisect tool
Finally! I Did upload the full tutorial for this rock, go watch it here! : ua-cam.com/video/rqBhnPK8Mi8/v-deo.html
Ohh a light mask layer to project a texture of hand painted grass on light spots nice I bet that's what stlizedstation did for his patreon half of his video
Cool, I've learned it from 3DEx on youtube
@@agustin_honnun and yeah there's prob a bunch of ways to do it
This is epic buddy! I've just started learning stylized projects workflow, and there's not much free stuff out there. But I've learned a lot watching this, Great job!
I'm glad to hear that, thank you :D
I appreciated it a lot. I'm also a freelancer, this method never occurred to me. Very clever.
:D
Would be interesting to watch a video tutorial of your workflow from Blender to Substance Painter explaining how it works.
I know this is too late, but now we have the tutorial :D
I'm here watching ALL of your videos! Love your work, buddy.
Thank you! :D in less than 1 hour will be up a sushi stylized speed modeling video :D if youtube process it faster haha. Thanks again
@@agustin_honnun nice!!
@@agustin_honnun hey maybe I've missed this on your artstation but would you ever consider selling some real time videos of your process?
Yes, but in the future, I need to practice more and more to improve my skills, overall for hardsurface and handpainted. Also my English
@@agustin_honnun sure thing. I understand. Hey can you share your email with me on artstation or write me at kimmelelliott@gmail.com. thanks
amazing
This is satisfying to follow, tried it myself, learned to use bisect tool which seems really versatile, but for some reason when I tried to get into sculpting and I remeshed the rock didn't act as nicely as it did for you in the video, wonder if I missed some step, applied scales too if it makes difference and tried to watch the steps in slow mo but it seems you didn't do any tricks before starting sculpting and remeshing.
Also for game production purposes it's probably smart to remove the bot part of the meshes because it will never be seen in the game for optimization?
Hello. Make sure you close entirely any mesh you want to remesh, like if you remove bottom faces and then Ramesh, blender remesher will create holes and bad mesh, I dont know if that's your problem but usually it happens.
And yes, it is better to remove bottom faces for games, just I left it like that because as I dont have a ground, people can see it under in sketchfab :D
@@agustin_honnun thank you for your reply and what you do ❤️ as one who is just getting into the 3D art world channels like yours are a blessing.
Thanks a lot for sharing, this is really helpful
I appreciate your comment :) thanks
Brushes that i've used:
My Brush Set★ bit.ly/A_H_Rock_BrushSetVol1 ★
- Blender & Substance painter default brushes
- bit.ly/ARTBrush1 (Paid support link)
- bit.ly/ARTBrush2 (Paid support link)
- blendswap.com/blend/18735
- cubebrush.co/luisarmstrong3d/products/zywuhq/rocks-cracks-brushes
--------
Materials for substance painter:
- ko-fi.com/s/153ec87cdc
--------
► HIRE ME On Fiverr if you want custom models for your game:
bit.ly/FiverrAgustinHonnun
@Duke Ismael i really appreciate your reply. I got to the site through google and im trying it out atm.
Looks like it's gonna take quite some time so I will get back to you later when my account password hopefully is recovered.
I would have much prefered if you showed your procedure in real time rather than speed go trough. For beginner people like me it's more crucial to understand what you do and why you do rather than looking and not understanding what you are doing. The end result was awesome I liked it alot but I would love it even more if I could do the same.
Yeah I know, I hope some day I can do that, I want to do tutorials, talking and showing a lot of the process in real time, unfortunately for the moment I don't have enough time for it and I need to enhance my English speaking :(, that's also why I don't call the videos "tutorials" and just "making / speed modeling"
@@agustin_honnun Well, this video was so good that I just subscribed and I can't wait to watch more of your stuff. If you ever have paid courses or something, I'm totally buying them. I wouldn't even worry about your English when speaking as long as the visuals are easy to keep up with. Thank you for sharing!
@@AnotherTuesday Thank you! I really appreciate a lot it! :) Maybe in the future I'll be making some tuts or courses, I have a lot of Ideas
🔥🔥🔥🔥🔥🔥Thanks!
This looks really nice, but I’m so new I know barely any of the tools you use so I’m just confused now 😂
Great video! What tool did you use at the very start of the video to cut the rocks?
Thank you!
The tool is called bisect tool, I have a shortcut to use it so I don't remember where it is located but you can find it as bisect
Thanks for tutorial! Just got a question if you don't mind. Why did you change the fbx export setting in geometry, smoothing to "face"? I had no trouble with normals only so I thought that I don't know something. And did you still apply auto smooth to your low poly object or you just kept it smooth? The reason I'm asking is cause I'm not sure what are the best setting for baking in SP
Normals only is the best option I think, I was changing it some time ago because an unreal client requested this because unreal show you an advice with normals only smoothing, Now I prefer to continue using normals only.
For rocks I don't apply the auto smooth because will have some sharp parts, I prefer to use smooth without auto smooth because the normal map texture give you that sharp illusion using the high Poly version, just for rocks
@@agustin_honnun Got it, I was just watching some Maya tutorials and saw that “soften edge” function was used on the rocks, which kinda looked liked a “shade smooth” function that we have in blender, dunno if I’m right or not. Do you actually have to mark sharp edges that are close to 90 degrees if you have an organic models such as rocks?
serious question here:
wouldnt it had been easier if u made a duplicate of the obj right before u sculpted it to keep as a low poly to bake the high poly unto it? like baking the normals from the high poly ( post sculpting model ) and then used the low poly ( pre-sculpt) to apply it? then ur albedo could have been taken from substance painter off of the high poly model?
Hello, you can do that, yes, but I prefer to remesh it and decimate, because you take away the interior faces and make the model a single mesh instead a lot of meshes merged as one object, you can maybe have the same amount of triangles or similar using both methods, for the one I use I think is better talking about the technical part, but takes a bit of extra time.
Cool videos!
Thanks!
How did you get the normal map bake from blender to apply into substance painter? I'm trying to bake my normals in blender and it's turning out terribly, but yours looks so smooth when you go into substance painter.
You're very talented, thankyou for showing this!
Hello, thank you :D
Did you check the UVs? If they are not correctly made you should see glitches or bad bake, like textures overlapping others.
If this is not your case, check you have the same suffixes in the low and high poly versions.
To bake the normals in substance painter you need to export your low poly model and the high Poly sculpture, both should be located in the same place and should have the same scale rotation position applied, then you open the low poly with uvs correctly made in substance painter and then in the bake section you need to select the high poly, then tweak the options there, they are many different options so you have to investigate about them
@@agustin_honnun oh, maybe that's what I'm doing wrong. I'm trying to bake the normals through blender with smart UV project and export the model in quixel mixer instead of substance painter, because I use mixer instead. Trying different options, but nothing seems to work.
Thanks for the response, ill keep trying!
Om jag kunde ge två tummar upp så hade jag gjort det! :D
I Appreciate it 😊
휼륭한 영상 잘 봤습니다.
Thank you :)
Its a good tutorial up until the texturing where you use a premade smart material
Hello, it is not a tutorial. Also you can download for free the material in the description
what settings do you for sculpting?
Hey, what do you mean with settings? Which type
Hey, I've downloaded your smart materials and I was wondering how to add them. I've been getting an error that "they cannot be imported as a 'smartmaterial'. Any idea how to fix that?
Hello. Which version of substance painter are you using?
@@agustin_honnun 2019.3.2!
@@rogierstam5838 Hello, for some reason your comment was held for review and UA-cam didn't notify me. I exported the material using Substance Painter 2021.1.0, probably that is the problem.
How are you cutting those meshes ?
Bisect tool, you can find it in edge menu, and I assigned a shortcut on my mouse side button
Bisect tool does not save the operator changes, any fix?
Which version are you using? I'm having some issues with the last update with some tools, and preferred to go back to the 2.92
@@agustin_honnun ı just fixed it, on the place which you select the face mode, vertice mode etc. there is boxes, you tick them and it starts to do the trick, i have another issue with something, when baking substance painter maps, the colors are flat, on every map, i tried everything
how do you cut the cube like that?
Bisect tool binded shortcut, in the edge menu you can find it
Fucking love it
Hey thank you :)
Hi, just got your materials pack for this, but the when applied, the texture is transparent / translucent. Im on Adobe Substance 3D Painter
Did you try applying or modifying the mask? Reduce the opacity of the opacity layer in the folder group if you are using opacity in your texture
That can fix your problem, happened to me too
@@agustin_honnun ok thanks! I wanted my material to be at 100% opacity, so changing some stuff inside the material folder will fix it? 👍🏻
I think so, to be honest I don't know why the opacity affect the material If there aren't opacity layers
What is your brush settings for scrape brush?
Hello, just decrease brush space from 10% to 1% or use orb brushes in the video description :)
at 0:40ish what tool do you use to cut of edges like that?
It is called Bisect tool
@@agustin_honnun How do you auto fill after bisecting I have to do it manually every time.
@@Niko_3D I have a shortcut on my mouse M4 button. You can right click the bisect tool on the edge panel and select Add Shortcut
@@agustin_honnun Figured it out, ty.
how is call the add fot cut the mesh?
You mean the bisect tool? If it is, I have a shortcut in my mouse for it, you can use spacebar and search for bisect
@@agustin_honnun if i hit spacebar start the playback for animation ,where can i find?
docs.blender.org/manual/en/2.80/modeling/meshes/editing/subdividing/bisect.html here you have all the tool, including the path and how to use it :)
Edit mode - > Mesh Menu - > Bisect
When you use it, you need to open the tool panel on bottom left and check the options you want to have when using the bisect tool
@@agustin_honnun wow thank you very much i am already send you a thumb up
como se faz esses cortes na malha?]
Using the bisect tool, I have a shortcut but you can find it on docs.blender.org/manual/en/2.80/modeling/meshes/editing/subdividing/bisect.html