Substance Painter Tutorial: Texturing the Coin
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- Опубліковано 9 лют 2025
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00:20 - preparation HP model
02:20 - retop
11:20 - create UV
15:20 - add model to Substance Painter and bake texture
16:50 - texture refs reserch
18:00 - texturing
Amazing work
Thanks for useful and helpful tutorial :)
Excelente trabajo... Ya quiero aprender a hacer cosas así!
con gusto te puedo pasar info de donde empezar! que te gustaria aprender?
@@AbeLeal3D en sí me gustaría el modelado 3D y texturizado, estoy estudiando en la XP, soy de 2do casi 3er tetra, y lo que más me gusta es 3D y Programación, así que todo lo que pueda aprender de usted y en general, es bienvenido y apreciado!
Great tutorial ❤
Thank you! 😊
Thanks Abe
Hi there ! I am looking for a software turning pictures i took into 3D, did you carve the coin or did you upload its picture ? Thanks so much for your precious help 🙏
i did this coin in zbrush using the bas relief feature, here si the video: ua-cam.com/video/vmlbHFQ0F0Y/v-deo.html
Nice tutorial thanks. But I wonder how do you use it in unreal? e.g. can you create a coin pile from this in engine?
You can! On the next video I show how to make piles of coins with MASH, it's already up in the channel. You can then export those piles as normal fbx and import into Unreal
Did you apply tri on your ngon and quad retopology or you let that on the export or the game engine ? Most coder said the graphic card handle better objects with tris face, but since they also able to use ngon and quad with sometimes sub division, it became maybe obsolete , i want to keep my static objects as low as possible zbrush with blender and substance painter already do a good job at decimate and baking normal maps, some claim that 3D Coat are the best at automatic retopology, i want to try this one to stop using zbrush and just keep substance and blender with 3D coat.
normally i let the engine do the triangulation, if you have good topology it really is not that big of a problem. Non planar faces are the ones that can really mess up if you dont triangulate them manually
Hey dude is there any way to add a filter to a specific folder and it will not affect any layer out side that folder without using mask.
Maybe not what you are after and maybe you have found something since, but adding a mask to the folder e.g. black mask will semi allow that but depends on whether its region based or explicitly needing a particular texture only
cant get the stylized raw metal for substance
check substance share for similar materials, they are free to download at that site
I am having trouble combining textures of one model, like when substance exports multiple texture sets of the one single object. I have tried a texture combiner but it didn't work as good. I need help
If you have multiple textures sets you would need one material setup for each set. Ideally if all the materials of one object will have only one texture set you need to assign the same material to all the object before starting, otherwise this could happen
Yes but if the object has multiple materials for example metal and wood overlapping i have to assign two separate materials right? The textures just export in different parts of each assigned material. They UV of the object is one tile but still it exports for example 2 separate base colour maps 😞
show it in Unreal Engine pls
what about padding?
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