This is the kind of tutorials i wish you made it earlier. Every step and every feature is explained and build up a texture from scratch. All this overview videos where all is already ready are not useful for someone who is new in this software. Please dear Quixel team; stay on this kind of tutorials. Thank you
I totally agree! The tutorials where the material is already finished at the start dont help me that much. This however is much better, as it shows the step-by-step process.
I watched it yesterday, watched it again today. This is *exactly* how a tutorial should be made: You could have achieved basically the same result with way less and less complicated steps, but you focused on showing us as many techniques as you can and covering as many of the Mixer features as you can. Love it, keep those coming! Please include 3D painting in the next one!
@@theadnart1 want to agree. i just got my student license for Substance but I'm wanting to use Mixer just after watching how well made this tutorial is!
As a beginner I think is pretty complex in the way you have to apply many steps in order to achive the great result, and I get lost after a while. The video is great and very well explained, but theres any way to do simplify the process??? Thanks a mill.
please keep making more tutorials exploring each feature please! as of this moment, there's not a lot of tutorials to get up and running this for my game!
Damn, I'm new to Quixel but it's so cool how you can just change the colours of scanned assets and layer other assets. Opens up so many possibilities for environment creation
wow. great video. :) finally learned how to properly break up my model to texture properly. completing a evil dead style cabin level for unreal 4 as a portfolio piece . I am of course patiently waiting until you guys and gals can provide multi-material/uv texturing features. :) I will be coming back to this video dissecting it and learning more. very informative.
Things are starting to click! I'm trying to learn 3d art with no prior experience, and things have been over my head. It's been frustrating figuring out 3d modeling, UVs, baking, texturing, ect, and I have to practice deep breathing every time I hear the phrase, "This works just like Adobe, so it should seem familiar to you". Mixer's documentation, like all documentation, is out of date; buttons, and setups are handled differently which steeppings the learning curve. But this video I understand. We took a model, gave it some color, did some highlights, and added moss. When we added color, we broke the color up some. When we added moss, we broke it up and put it in places that made sense, creeping up from the bottom and on upward-facing faces. The edge highlighting and darkening I've done by hand before, and this is so much faster and even modifiable. Texturing is part of the pipeline I was the fuzziest on until this video. For anyone following this video in the future, I was able to figure out the different interface things and find the surfaces he used. Just keep looking, and pressing buttons, lol. That plaster/moss is buried deep and named 'wall plaster'. I followed along very closely, and the only thing that I couldn't get like his was the `solid moss overlay` -> `Worley 2` noise at the end. Mine was not as dark as his, but it still turned out a near copy after messing with the opacity over the position gradient. I believe this is a good video to practice the fundamentals and work on getting a foundation. I think I will iterate on this one lesson until I have a good warm and fuzzy with Mixer. Soon I'll be modeling all the furryies and anime! Not sure how to type sarcasm, but... I can't wait!
I wish there was a way this smart material had a way to be integrated or imported to Unreal Engine in a way that you could just apply it directly to different objects without having to use separate textures and mappings for each object you import ...
There was this liveevent, where they textured that spaceship. I was so looking forward to it and then it was only such a breakdown. I didn´t understand anything. They rushed through the settings and i couldn´t follow the steps. This one is the right pace and indepth.
After some time the new version of mixer i run on linux fedora 30 on wine, and its work i can belive....just disable windows decoration in wine settings and work very good....
Hi Quixel team,I would love to see more scanned asset on historic section for Angkor Wat temple in future, the scanned was solid done and well preserved, but I would love to see more in near future, whether the Quixel team would have any plan to use the drone-scanning for the whole structure of Angkor Wat temple?Thank you!
My major concern at this point is that Mixer doesn't support multiple number of textures such as SSS or Opacity, lack of performance in paint mode as well as symmetry painting. I hope those enhancements will come in the future, but in the current version it's hardly can be used for production. Unfortunately I'm still tied to DDO.
It also don't supports meshes with multiple materials set, it is not ready for real production yet, a lot before it can really have the substance painter level
Thank you, this was super comprehensive once again, these are the kinda tutorials that we want! Now, why can't I find Concrete Smooth anywhere? Same with the Concrete Floor 2X2 M or the Plaster Wall you particularly used. :/
Good suggestion! The lack of Subsurface Scattering in Mixer right now makes it a bit tricky to use for organic assets. We've seen some of our beta-testers overcome that problem very easily, but we'll be much more comfortable with showing that workflow once we have key features that help boost organic texturing.
hey quixel team, I started using mixer and got stumbled upon one thing, cannot find the solution in your channel or manual. The problem is when I'm trying to paint something which consists of normals, like painting stitches on a cloth, I cannot really get where I should enable the bumpiness for the stitches. I'm using a solid fill layer and trying to use a paint mask on it. Also if I had more brush control options like photoshop had to offer it'll be great
Amazing Video! One quick question, how do you export these custom assets back into Bridge to use in UE4? Doesn't seem to be as straight forward as exporting custom meshes
pretty cool. Total newb to megascans. been using UE for 2 decades though... Is there a way to manually paint materials on the surface?.... I.E. The horns on that skull should be a totally different color than the skull itself. The skull being bone (colligen - predominantly white base) and the horn (keratin - predominantly yellow/brown base). Or how on the tombstone places where water streamed down it would have left darkened verticle lines of moss and mildew staining.
Nice overview, but the cavity mask at the end undoes the nice ancient look of the texturing. The chiseled text on the final result is way to defined and sharp for an object that is ancient and weathered so the cavity mask results in the object contradicting what would be it's real world look.
I doubt this will get a response, but does anyone know if this workflow works for UE5? Bridge in UE5 is encoding to UAssets not geo etc. Would love to know if this is still a valid workflow
Ok, but how can I export the new material with the mesh to UE4? The original mesh I can do it with one click in bridge, but the new one, I have to export all the material maps and do it mannually in UE4?
Somehow I can't log in anymore via my google account. There seems to be a bug . . . (it is saying something like "the browser or app isn't save". Can you help?
Hi guys. Please tell me how can I export a 3D megascan model from Quixel Mixer to Quixel Bridge with all texture? Function "Export to Library" does not work. In the future I want to export asset from Quixel Bridge to Unreal engine. What are the alternatives? Thank you!
Awesome. Quick question, do i need to download every map that the quixel 3d asset in bridge comes with before texturing it or do i just need the 3d asset?
Hey Phillip. When you download a 3D asset in Bridge (or Mixer) it should download the necessary texture assets to make it look like the base mesh we load in the tutorial. What Megascans surfaces you decide to use to re-texture the model is entirely up to you. Just download what you want. :)
@@Flewda Awesome thank you! And for the assets already downloaded in my library, will it auto download a map that i may not have downloaded for that might be necessary for the texturing process?
Yea Epic is going to dominate the games industry oh wait they already have... and texturing my own models now in Quixel was so much easier than substance painter. For organic models this is awesome.
Mixer 2020 and Bridge is buggy as hell for me. The docs are out of sync too and the UI needs work. It feels more like an Alpha than a Beta. As a new user can I download 2019 and start learning from there in the meantime for Unreal and Blender 2.9/2.8?
Yesterday I tried Mixer! I obtained a such cool Rock Material, and I applied that on a Rock of Megascans, but when I tried to export the result, Mixer simply freezes! Is there a solution? Thanks in advance
Could you make a recreation of the Wuhu Island (Wii Sports Resort) in UE, I would love to see that. I unfortunately can't do it by myself cuz my PC has issues with so CPU and GPU intense Tasks. Bitte bitte !
Mixer supports normal map and displacement, but not bump map. Bump Map is kind of an outdated workflow at this point to be frank, and adding it in there might just cause further confusion for people who don't know which workflow to use.
@@theadnart1 Yes i understand, but i really wanted that for using it in renderer engines which bump map for that material system is a kind of priority for closeup shot and making more high detail materials , i think for Realtime engines normal maps do the job but offline rendering like Arnold or V-ray definitely need a bump map too , and we must don't forget that bridge assets come with a bump map alongside normal map and displacement map too and i wanted that bump maps be used in mixer too
cassiano paulo if you use Blender, you need to UV unwrap your model, triangulate and create a new project with just that asset you want to export (note that if you have more than one asset in the scene it will not work). Search for the export option and select export FBX. Where he changed the object to be textured you simply select your FBX file. I’m not sure if it is the right way, but I hope that helps you 😃
same here! It'd effectively close the free game art and development pipeline (well, almost) alongside Blender and Unreal and that'd be such an amazing future for everyone wanting to enter the industry. But for that to happen, some crucial and fundamental features need to come ASAP like internal baking (no use in promoting free and/or open source tools while simultaneously promoting Marmoset as the go to for baking (even though it's admittedly the best). xNormal is fine, but feels super dated and unintuitive to use. Really hope either Blender or Mixer figure out and ship internal baking soon (already know Quixel is working on that though). SP having an internal baker is super invaluable and that is why I feel like people won't be as willing in transitioning to Mixer, well, those who don't use Marmoset alongside SP at least, which is some additional hundred dollars more. It's kinda funny cuz Mixer already seems to have a majority of advanced, non-destructive workflows figured out and set up yet currently miss these basic workflows/features like baking, symmetry, multiple texture sets, SSS, etc which are all coming btw, so I'm super excited for the stable release, which god only knows when it might arrive amidst the current pandemic, but all good for those who wait, I guess. :)
shimmen takezo but have you used Quixel , mixer, and bridge to complete this? Also do you even have a computer that is capable of running this and yeah I guess if you can’t do it in 6 months this might not be all that much for you
@@creasedaf1s900 I have decent computer, bridge, Unreal. I used substance a lot before but that was the same, knowing how to use tools and create good things with it are 2 different things, it is like you know how to use a pen and a paper but you cannot necesserily know how to draw
Make quixer Mixer for linux platform linux build, pls, pls, pls, i dont won anymore use substance painter an waste money, dont work on wine....pls pls pls mixer for linux!!!!!!Great texturing program ever!!Better from substance painter!!!!
Realy great result, pls make mixer for linux , pls pls pls pls pls pls pls pls pls pls pls......dont work right now on wine.....pls linux build for linux users!And that is the win win, good buy substance painter forever!!!No aubstance is good but i don like adoby and for that its bo good, subscription model an other stuff from adobi, adobi ruin the substance painter very soon....
Hi there! We don't have an ETA to provide yet, but know that Linux support is definitely something we're looking into! We'll let everyone know as soon as there's a proper roadmap for that one :)
@@theadnart1 thank you, oh man for me and other linux users this is urgent to start to work.....thank you for answer, and keep going and good luck with your projects!
Man, I'll be honest. I didn't understand any of these modifiers. What would be the best way to get familiar with these tools and their use so I can actually understand this tutorial?
This is the kind of tutorials i wish you made it earlier. Every step and every feature is explained and build up a texture from scratch. All this overview videos where all is already ready are not useful for someone who is new in this software. Please dear Quixel team; stay on this kind of tutorials. Thank you
I totally agree! The tutorials where the material is already finished at the start dont help me that much. This however is much better, as it shows the step-by-step process.
100%, these are brilliant whereas the older ones aren't great at all.
Yeah, I concur! Good tutorial!
I agree!! :)
I agree!
The possibilities are blowing my mind, and it's free!
Yah...
Amazing!!
IT'S FREE ??!?!?!??!
I watched it yesterday, watched it again today.
This is *exactly* how a tutorial should be made: You could have achieved basically the same result with way less and less complicated steps, but you focused on showing us as many techniques as you can and covering as many of the Mixer features as you can.
Love it, keep those coming! Please include 3D painting in the next one!
Thank you for the kind words! We're taking note of your feedback and you can count on us for more detailed tutorials!
@@theadnart1 want to agree. i just got my student license for Substance but I'm wanting to use Mixer just after watching how well made this tutorial is!
@@spaceman-pe5je use both , choose the one you like more. ;D
As a beginner I think is pretty complex in the way you have to apply many steps in order to achive the great result, and I get lost after a while. The video is great and very well explained, but theres any way to do simplify the process??? Thanks a mill.
What is this? Finally a good tutorial for mixer? Amazing! but we still need more! :D
please keep making more tutorials exploring each feature please! as of this moment, there's not a lot of tutorials to get up and running this for my game!
You are an amazing teacher Josh!
Your clarity and pace is easy to follow and rare to find on UA-cam.
This entire process is way more fascinating than I ever expected
Thank you Quixel team! Knowledge is power.
Damn, I'm new to Quixel but it's so cool how you can just change the colours of scanned assets and layer other assets. Opens up so many possibilities for environment creation
Yess! Moar MoAR MOARRRR Tutorials
Excellent video to show how powerful this software is.
What a great tutorial! Outstanding Josh Powers!!!
Excellent, and very creative! Now all these need is a bird-dropping layer.
Wouldn't be a proper Mixer tutorial without some previously written down color hex values. :D
Gotta punch those hex numbers!
@@theadnart1 Punch 'em like they're going out of style.
Perfect tutorial as always and easy to understand. Great work quixel :)
a very thorough and concise tutorial
Very nice !!! The voice is clear as well as the comments, the speed is ok ! I'm a frenchie and then thanks a lot ;-)
Content de savoir que le tuto te plait, Yann! :D on aura beaucoup plus de tutoriels détaillés dans le même style prochainement.
Great video mate, always love watching you guys texturing things.
Thanks for this kind of very precise tutorial!
Please continue in this vibes for the scene assembly!
Fantastic software you are creating here!
This tutorial was great, thanks Josh & Quixel. 👏
That is a clean Tutorial right there, Thanks for the effort !
Keep it up ;)
You are a genious. I hope any big company will contract you.
wow. great video. :) finally learned how to properly break up my model to texture properly. completing a evil dead style cabin level for unreal 4 as a portfolio piece . I am of course patiently waiting until you guys and gals can provide multi-material/uv texturing features. :) I will be coming back to this video dissecting it and learning more. very informative.
Things are starting to click! I'm trying to learn 3d art with no prior experience, and things have been over my head. It's been frustrating figuring out 3d modeling, UVs, baking, texturing, ect, and I have to practice deep breathing every time I hear the phrase, "This works just like Adobe, so it should seem familiar to you". Mixer's documentation, like all documentation, is out of date; buttons, and setups are handled differently which steeppings the learning curve. But this video I understand. We took a model, gave it some color, did some highlights, and added moss. When we added color, we broke the color up some. When we added moss, we broke it up and put it in places that made sense, creeping up from the bottom and on upward-facing faces. The edge highlighting and darkening I've done by hand before, and this is so much faster and even modifiable. Texturing is part of the pipeline I was the fuzziest on until this video. For anyone following this video in the future, I was able to figure out the different interface things and find the surfaces he used. Just keep looking, and pressing buttons, lol. That plaster/moss is buried deep and named 'wall plaster'. I followed along very closely, and the only thing that I couldn't get like his was the `solid moss overlay` -> `Worley 2` noise at the end. Mine was not as dark as his, but it still turned out a near copy after messing with the opacity over the position gradient. I believe this is a good video to practice the fundamentals and work on getting a foundation. I think I will iterate on this one lesson until I have a good warm and fuzzy with Mixer. Soon I'll be modeling all the furryies and anime! Not sure how to type sarcasm, but... I can't wait!
Isn't this insane next level texturing or is it just me?
Amazing tutorial
I wish there was a way this smart material had a way to be integrated or imported to Unreal Engine in a way that you could just apply it directly to different objects without having to use separate textures and mappings for each object you import ...
I 100% have a crush on Quixel
Another master piece ;D
Very cool
This is truly amazing...
Thanks, this helped slot :)
Incredible!!!!!!
Amazing tool=) I love that!
There was this liveevent, where they textured that spaceship. I was so looking forward to it and then it was only such a breakdown. I didn´t understand anything. They rushed through the settings and i couldn´t follow the steps. This one is the right pace and indepth.
good stuff
After some time the new version of mixer i run on linux fedora 30 on wine, and its work i can belive....just disable windows decoration in wine settings and work very good....
Hi Quixel team,I would love to see more scanned asset on historic section for Angkor Wat temple in future, the scanned was solid done and well preserved, but I would love to see more in near future, whether the Quixel team would have any plan to use the drone-scanning for the whole structure of Angkor Wat temple?Thank you!
My major concern at this point is that Mixer doesn't support multiple number of textures such as SSS or Opacity, lack of performance in paint mode as well as symmetry painting. I hope those enhancements will come in the future, but in the current version it's hardly can be used for production. Unfortunately I'm still tied to DDO.
It also don't supports meshes with multiple materials set, it is not ready for real production yet, a lot before it can really have the substance painter level
@@ProceduralWorldLab also, I had issues with flipped UVs, box projection doesn't support it, so it makes really weird things.
Thank you, this was super comprehensive once again, these are the kinda tutorials that we want!
Now, why can't I find Concrete Smooth anywhere? Same with the Concrete Floor 2X2 M or the Plaster Wall you particularly used. :/
I love your tutorials. Can you please make a tutorial for Unity?
So fucking great.
God bless you All the time .
By user quixel
Josh's surname is perfectly fitting of him...he's the Jesus of texture artists!
How would we tackle texturing of something more organic, like a snake or fish? That will be a great tutorial for the next ones
Good suggestion! The lack of Subsurface Scattering in Mixer right now makes it a bit tricky to use for organic assets. We've seen some of our beta-testers overcome that problem very easily, but we'll be much more comfortable with showing that workflow once we have key features that help boost organic texturing.
hey quixel team, I started using mixer and got stumbled upon one thing, cannot find the solution in your channel or manual. The problem is when I'm trying to paint something which consists of normals, like painting stitches on a cloth, I cannot really get where I should enable the bumpiness for the stitches. I'm using a solid fill layer and trying to use a paint mask on it. Also if I had more brush control options like photoshop had to offer it'll be great
Please add support of meshes with multiple materials, it is a big handicap to not have such a basic feature
Yes that's in the works! We'll share more about this in the next few months :)
Amazing Video! One quick question, how do you export these custom assets back into Bridge to use in UE4? Doesn't seem to be as straight forward as exporting custom meshes
WOuld very much like to know the answer to this as well. This has been incredibly frustrating to figure out
Export to Library, maybe?
pretty cool. Total newb to megascans. been using UE for 2 decades though... Is there a way to manually paint materials on the surface?.... I.E. The horns on that skull should be a totally different color than the skull itself. The skull being bone (colligen - predominantly white base) and the horn (keratin - predominantly yellow/brown base). Or how on the tombstone places where water streamed down it would have left darkened verticle lines of moss and mildew staining.
Using tiling placement, how to hide seams?
Nice overview, but the cavity mask at the end undoes the nice ancient look of the texturing. The chiseled text on the final result is way to defined and sharp for an object that is ancient and weathered so the cavity mask results in the object contradicting what would be it's real world look.
hi ive downloaded 2022.1.1 and im missing the blend options eg. blend from aboce etc
Hello
I just have two to 3D when I make the option?
So if you texture a model the maximum texture resolution for the whole object is 4k?
How do you export Customized 3d assets from mixer to the local library?
14:28 The part is different in 2021.1.2. I can't do the same result with those arguments. The result of the old version looks great.
I doubt this will get a response, but does anyone know if this workflow works for UE5? Bridge in UE5 is encoding to UAssets not geo etc. Would love to know if this is still a valid workflow
Ok, but how can I export the new material with the mesh to UE4? The original mesh I can do it with one click in bridge, but the new one, I have to export all the material maps and do it mannually in UE4?
when all those settings is clear as mud reuse it as a grimy smart material!
Is it better than Substance Painter? I'm a bit new to these programs and I need help =p
Somehow I can't log in anymore via my google account. There seems to be a bug . . . (it is saying something like "the browser or app isn't save". Can you help?
How do you go into alpha view for the noise? (any hotkeys for that)
Hi guys. Please tell me how can I export a 3D megascan model from Quixel Mixer to Quixel Bridge with all texture? Function "Export to Library" does not work. In the future I want to export asset from Quixel Bridge to Unreal engine. What are the alternatives?
Thank you!
👍❤️🌹
Awesome. Quick question, do i need to download every map that the quixel 3d asset in bridge comes with before texturing it or do i just need the 3d asset?
Hey Phillip. When you download a 3D asset in Bridge (or Mixer) it should download the necessary texture assets to make it look like the base mesh we load in the tutorial. What Megascans surfaces you decide to use to re-texture the model is entirely up to you. Just download what you want. :)
just the model you want to re texture and obviously the materials
@@Flewda Awesome thank you! And for the assets already downloaded in my library, will it auto download a map that i may not have downloaded for that might be necessary for the texturing process?
is there a tutorial for glitter
How to save it in library ?
A tutorial please if possible .
Mixer currently doesn't allow you to export 3D assets into the library, but that feature is in the works! :)
Guess in a year it might surpass Substance Painter. I already see it happening especially with Epic Games behind them.
Yea Epic is going to dominate the games industry oh wait they already have... and texturing my own models now in Quixel was so much easier than substance painter. For organic models this is awesome.
Mixer 2020 and Bridge is buggy as hell for me. The docs are out of sync too and the UI needs work. It feels more like an Alpha than a Beta. As a new user can I download 2019 and start learning from there in the meantime for Unreal and Blender 2.9/2.8?
Yesterday I tried Mixer! I obtained a such cool Rock Material, and I applied that on a Rock of Megascans, but when I tried to export the result, Mixer simply freezes! Is there a solution? Thanks in advance
Hi there! That definitely doesn't sound normal, can you send us some more details at support@quixel.com, and we can help you get this sorted!
@@theadnart1 Oh! Thanks a lot! I'll see to send some details at that mail ASAP!
Could you make a recreation of the Wuhu Island (Wii Sports Resort) in UE, I would love to see that.
I unfortunately can't do it by myself cuz my PC has issues with so CPU and GPU intense Tasks.
Bitte bitte !
Is baking is possible in mixer?
Not yet, but it's in the works! :)
How to import your own model.
So no bump map support in Mixer ?
Mixer supports normal map and displacement, but not bump map. Bump Map is kind of an outdated workflow at this point to be frank, and adding it in there might just cause further confusion for people who don't know which workflow to use.
@@theadnart1 Yes i understand, but i really wanted that for using it in renderer engines which bump map for that material system is a kind of priority for closeup shot and making more high detail materials , i think for Realtime engines normal maps do the job but offline rendering like Arnold or V-ray definitely need a bump map too , and we must don't forget that bridge assets come with a bump map alongside normal map and displacement map too and i wanted that bump maps be used in mixer too
Heh. Technically lichen, not moss?? But fantastic...
Is mixer free
Bibs Gaming Yes!
how i use my own assets?
cassiano paulo if you use Blender, you need to UV unwrap your model, triangulate and create a new project with just that asset you want to export (note that if you have more than one asset in the scene it will not work). Search for the export option and select export FBX. Where he changed the object to be textured you simply select your FBX file. I’m not sure if it is the right way, but I hope that helps you 😃
@@leandrosek3172 gonna try here, thanks. I use blender and the kit bash assets
@@cassianopaulo1 I cover a custom mesh setup in this video here: ua-cam.com/video/kRtXIj6ENT4/v-deo.html&t=
thanks, its working o/
I still wish this could replace Substance Painter.
It will!
same here! It'd effectively close the free game art and development pipeline (well, almost) alongside Blender and Unreal and that'd be such an amazing future for everyone wanting to enter the industry. But for that to happen, some crucial and fundamental features need to come ASAP like internal baking (no use in promoting free and/or open source tools while simultaneously promoting Marmoset as the go to for baking (even though it's admittedly the best). xNormal is fine, but feels super dated and unintuitive to use. Really hope either Blender or Mixer figure out and ship internal baking soon (already know Quixel is working on that though). SP having an internal baker is super invaluable and that is why I feel like people won't be as willing in transitioning to Mixer, well, those who don't use Marmoset alongside SP at least, which is some additional hundred dollars more.
It's kinda funny cuz Mixer already seems to have a majority of advanced, non-destructive workflows figured out and set up yet currently miss these basic workflows/features like baking, symmetry, multiple texture sets, SSS, etc which are all coming btw, so I'm super excited for the stable release, which god only knows when it might arrive amidst the current pandemic, but all good for those who wait, I guess. :)
Also need UDIM support - then i'm 100% in :)
While this is amazing, the amount of steps required to achieve a single result is incredibly overwhelming!
I agree
If you did this for 6 months I’m sure you could do this in 10 min
@@creasedaf1s900 Not necesseraly, I have more than 6 month of experience in texturing and still not able to do that
shimmen takezo but have you used Quixel , mixer, and bridge to complete this? Also do you even have a computer that is capable of running this and yeah I guess if you can’t do it in 6 months this might not be all that much for you
@@creasedaf1s900 I have decent computer, bridge, Unreal. I used substance a lot before but that was the same, knowing how to use tools and create good things with it are 2 different things, it is like you know how to use a pen and a paper but you cannot necesserily know how to draw
Make quixer Mixer for linux platform linux build, pls, pls, pls, i dont won anymore use substance painter an waste money, dont work on wine....pls pls pls mixer for linux!!!!!!Great texturing program ever!!Better from substance painter!!!!
Realy great result, pls make mixer for linux , pls pls pls pls pls pls pls pls pls pls pls......dont work right now on wine.....pls linux build for linux users!And that is the win win, good buy substance painter forever!!!No aubstance is good but i don like adoby and for that its bo good, subscription model an other stuff from adobi, adobi ruin the substance painter very soon....
Hi there! We don't have an ETA to provide yet, but know that Linux support is definitely something we're looking into! We'll let everyone know as soon as there's a proper roadmap for that one :)
@@theadnart1 thank you, oh man for me and other linux users this is urgent to start to work.....thank you for answer, and keep going and good luck with your projects!
Ajoyib darslik
WWow, I understood less than 0.5% of the techniques used here
Oh dear
:)
years of experience or many weeks of trial and error later: "and it only took a handful of layers and masks..."
Too much layers destroys the materials lmao
Man, I'll be honest. I didn't understand any of these modifiers. What would be the best way to get familiar with these tools and their use so I can actually understand this tutorial?
Play with it and read documentation