Omg!! I was looking exactly for a tutorial like this, because i thought i had to export the model with the textures to Photoshop to do some holes in a model hehe, btw you saved hours of my life🥰
I saw your video on creating glass in Substance Painter. How do you take it into Maya and Render using Arnold? What is the best workflow to create glass ? Do you create glass using Shaders or in substance painter?
Nice. Is it a valid practice to modify character meshes from the UE marketplace and use substance painter to further edit them? I am interested in the workflow. I did have a bit of basic use of painter 2 years ago. I was planning to get clear soldier meshes from UE then edit them to make their cloth have damages or holes. Export the mesh and textures to substance and then try to add some opacity tears so that it will reveal the skin mesh inside of it. Then re import the edited textures back to UE. I mean is this approach valid? Thanks
yeah it defintely is a valid practice as long as the assets include the proper maps to be able to modify them, it depends a lot on the vendor in the marketplace
Hello! I followed this and your chain skull opacity map video to make some chain cards for my character but im having trouble getting my opacity map to show up in arnold still. Any advice?
@Abe_Leal3D it doesn't seem my alpha map is being utilized. I applied it to my material in hypershade but the planes im using for my chains are not being cut out still. In fact the entire plane disappears in render view. I've tried checking/unchecking opaque in geometry. It's strange because the material orb in hypershade is cut out properly.
in opposite way. i has detail on both metal and cloth . and i use Udims . so when it bake .the detail on metal . has been mix on cloth normal map. did u know where did i do wrong ?
@@endizero ah I see, you might need to use the match by name feature. Before you export to substance make sure to rename your objects with the "_low" and "_high" suffix. Then in substance you can select the match by name option so that they do not contaminate each other during bake
yes but it will look weird, this method is meant to be used with single sided geo, for models with thickness i would recommend modelling the actual hole
No not really, I mean you can definitely use it but it will look like a thin object. For holes like those it is better to use booleans and then clean the topology in the model
You are legend
At this point this guy is essential to my substance painter learning journey :)
@@reaper_artwave hey thanks for that! I'm glad this has helped you!
Omg!! I was looking exactly for a tutorial like this, because i thought i had to export the model with the textures to Photoshop to do some holes in a model hehe, btw you saved hours of my life🥰
keep making painter tutorial
U are a true Jedi my friend! thank you
Thank you for this easy to follow tutorial, I'll try this today, I've never tried opacity channels in substance, only did it in maya.
You are welcome!
man this is so helpful thank you for teaching this i really appreciate ❤️
Thank you. I am very new to digital design and your videos are very helpful, thank you.
You are welcome! I am glad it helps!
Thank you for useful tutorials!😊
Thank you for share your knowledge.
WOW, thank you so much!
Amazing!Thanks Abe!
Dope tutorial man
Glad you liked it!
Thanks alot man! This stuff is really useful!
Glad it helped!
Great tut well explained 👍👍👏👏
Glad it was helpful!
I saw your video on creating glass in Substance Painter. How do you take it into Maya and Render using Arnold? What is the best workflow to create glass ? Do you create glass using Shaders or in substance painter?
Very helpful, thanks!
You're welcome!
Nice work 🎉🎉🎉🎉🎉
why channel not have opacity option to add?
CNnyih show how to plug the opacity mask to maya arnold render ?
Is it to base color or opacity slot?
opacity slot
@@AbeLeal3D thanks
Didn't work 😪
Check Alpha is luminescent maybe or change to raw or both?
I can only see the torn area in png only, but not in targa. What did I do wrong?
Send your question with screenshot in our discord community help room - discord.com/invite/Fcd5BjD7wN
How to deal with alpha when it comes to maya when i put it in Mata it's black in the areas of holes how to fix it 🙂
invert it using a reverse node in the hypershade
Nice. Is it a valid practice to modify character meshes from the UE marketplace and use substance painter to further edit them? I am interested in the workflow. I did have a bit of basic use of painter 2 years ago.
I was planning to get clear soldier meshes from UE then edit them to make their cloth have damages or holes. Export the mesh and textures to substance and then try to add some opacity tears so that it will reveal the skin mesh inside of it. Then re import the edited textures back to UE.
I mean is this approach valid? Thanks
yeah it defintely is a valid practice as long as the assets include the proper maps to be able to modify them, it depends a lot on the vendor in the marketplace
Hello! I followed this and your chain skull opacity map video to make some chain cards for my character but im having trouble getting my opacity map to show up in arnold still. Any advice?
What is the issue you are facing?
@Abe_Leal3D it doesn't seem my alpha map is being utilized. I applied it to my material in hypershade but the planes im using for my chains are not being cut out still. In fact the entire plane disappears in render view. I've tried checking/unchecking opaque in geometry. It's strange because the material orb in hypershade is cut out properly.
Sir , what is difference between fbx and obj files??
Fbx stores more information.
when I export my opacity texture in maya it doesnt work even though I used substance plug in. Any help pleaseeeeee
Send your question in help room channel of our discord community - discord.com/invite/w9GBhyV4wU
@@AbeLeal3D no one answers my question in dc help channel😭
in opposite way. i has detail on both metal and cloth . and i use Udims . so when it bake .the detail on metal . has been mix on cloth normal map. did u know where did i do wrong ?
You need to check your channel export and see where it is being exported. UDIMs usually have a slightly different default organization
export? no not yet . it was happen when baking high detail to the mesh
@@endizero ah I see, you might need to use the match by name feature.
Before you export to substance make sure to rename your objects with the "_low" and "_high" suffix.
Then in substance you can select the match by name option so that they do not contaminate each other during bake
oh .that must be it . each other baking? damn i hit end road again . it only 1 mesh low beacuse i merge 5into1 while mesh high has 5 part . how do i ?
@@AbeLeal3D is the name of each part still there . after the part been merge
But this one can be only apply to 1 face object. How about fabric with 02 faces normal? Thanks.
If it's thin like a flag, make both sides very very close to each other + opacity mask. If thick, then it has to be geo
This is the answer!
will this still work if the model is double sided?
yes but it will look weird, this method is meant to be used with single sided geo, for models with thickness i would recommend modelling the actual hole
Can i create holes for thick objects in this way? Probably can't but i want to be sure 😑😭😭
No not really, I mean you can definitely use it but it will look like a thin object.
For holes like those it is better to use booleans and then clean the topology in the model
@@AbeLeal3D thanks for the fastest reply ever ❤️
I am first viewer 😁😁
I'm the second one
idk but its not working for me
make sure you add the channel for the opacity
that is usually something people forget to do
So useful tutorial, thx, but could you added Russians subtitles pls ?
❤❤❤