Damn, this was inspiring. I bought 3D Coat Textura last year but haven't sat down to play with it yet. This def makes me want to open it up and paint. Thanks for the vid!
Stylized and hand painted 3d art (wow and lol) are the things that made enter to this world, really hope to see more of this content master, Thank you!
Hi Abe, if you do a 3DCoat tutorial from modeling/sculpting, to retopology, texture painting, snd rendering for a character like you did with Zbrush i am sure it will sell very well.
Yeah that's could definitely be a way around but to be honest I will be investing on the rent to own. I think for this kind of stuff it is definitely worth it
I'm really terrible at blender and just want to follow along with the substance painter stuff. You give the low poly fbx but no high poly fbx so how am I meant to bake with hp in substance?? I see you provide the 3 textures but idk what to do with them. Do I dupe the low poly model and use image nodes with the ao, base color and normal map or what. I did this but it doesn't seem right, and I don't know what to do after that.
Well, i would LOVE to Follow along, but it looks like Edsfox took down the Brushes from his store or something. Gumroad won't let me buy them no matter how many damn times i try!
Hello, thanks for your vidéo I have a question about the process exactly how blizzard work with her texture like world of Warcraft classic, just 3d modeling low poly and paint on the model directly? Or blizzard use a exactly process on the video? Thanks so much
@@Dragonrouge0 back on the day they used to paint verything but now they do sculpt a lot of the details and then bake some maps to use for the rest of the process. Not all the assets might follow this exact path but it should be fairly close
Qué tal buen día, me encantan tus clases!!! Ya vi la de substance painter en painterly style, y tengo una pregunta, esté proceso se podría hacer directamente en substance painter? Muchas gracias :D
Hola Beto! En teoría si pero las herramientas no se prestan tan fácil para hacer los blends como se puede hacer en 3dcoat. Yo prefiero usar substance para algo más procedural y 3dcoat para más control
@@AbeLeal3D muchas gracias por responder! Lo intentaré en substance en lo que consigo 3D coat. Y llegando al paso de exportar las texturas y tener el low poly, se podría decir que es un modelo "game ready"?
it kinda out of topic . if u dont mind. imagine !. in the scence of fighting and he got his tentacle on the right_side been cut by enemy . we will need 2mesh 2texture of 1normal and 1cut_mesh. sine cut_mesh got change ? how we supposed to do ? Unwrap UV again? or update UV(HOW)?
You can have a duplicated mesh and just uv the cap on the tentacle that's gets cut. It could probably fit in the same uv map to save space so you have: Color and Normal Map for tentacle and damaged tentacle. (Could fit In a single image for each) 1 complete mesh 1 incomplete mesh 1 tentacle mesh. At the moment of the cut you would swap the complete mesh with the 2 new meshes
luckly . it was clear cut . if we change scenarios. that tentacle was rip out and it close shot(abit slow speed from 30>60or90frame/s) . speak in your knowlage .how hard it be (1-10)?
@@endizero you can make it as simple or complex. But adding things like rips, blood and tissue flying around definitely brings this to a challenge place. Usually for assets like this one since it is hand painted and low poly effects tend to be way simpler
it is possible but the tools are not as flexible, the one i hate the most is the color picker, where you need to press P, then click on the color to select it, might not seem like much but it definitely slows down things, compared to 3DCoat where you select a color with a single key
@@AbeLeal3D Thanks for the explanation. I would definetely try it but it is kinda expensive, so I'll stick with Substance Painter now. Can you pleade just confirm me that the brushes you're using work with Substance as well?
LOD stands for Level of Detail and is a way to optimize geometries inside a game engine. Imagine a building in the far distance, when you only see it in the horizon the building is probably just a box with simple textures. As you get closer the mesh gets switched with a more complex one, so lets say after the halfway point now it is a box with some bevels and extrudes for the windows and doors. As you get really close you see the final LOD which would be the most geometry you will see for that particular asset. I can definitely do a video talking more in depth about this topic
Damn, this was inspiring. I bought 3D Coat Textura last year but haven't sat down to play with it yet. This def makes me want to open it up and paint. Thanks for the vid!
You are welcome! feel free to grab the files as well in case you want to follow the exercise, link is in the description
Stylized and hand painted 3d art (wow and lol) are the things that made enter to this world, really hope to see more of this content master, Thank you!
Woohhoo! 3DCoat!
Genial! Muchas gracias :D
Hi Abe, if you do a 3DCoat tutorial from modeling/sculpting, to retopology, texture painting, snd rendering for a character like you did with Zbrush i am sure it will sell very well.
Thanks! Yeah we are checking options for future courses but this is definitely a cool idea
@@AbeLeal3D 3Dcoat is very powerful, but overall hard to find a complete project tutorials.
I would 100% Be willing to buy a Tutorial for 3D Coat. since Zbrush sold out to Maxon a LOT of us are going to 3D Coat lately. @@AbeLeal3D
That is really intetesting. Thank you
Glad you liked it!
Very nice video Abe, some in depth stuff for free, thanks man!
you could, I guess, use Photoshop's texture send.
there's no layer restriction...
3dcoat supports instant update change
Yeah that's could definitely be a way around but to be honest I will be investing on the rent to own. I think for this kind of stuff it is definitely worth it
Thx from Barcelona
saludos hasta Barcelona! gracias por el apoyo!
I'm really terrible at blender and just want to follow along with the substance painter stuff. You give the low poly fbx but no high poly fbx so how am I meant to bake with hp in substance?? I see you provide the 3 textures but idk what to do with them. Do I dupe the low poly model and use image nodes with the ao, base color and normal map or what. I did this but it doesn't seem right, and I don't know what to do after that.
Send your question in our discord community help room, will be easier to assist - discord.com/invite/Fcd5BjD7wN
Well, i would LOVE to Follow along, but it looks like Edsfox took down the Brushes from his store or something. Gumroad won't let me buy them no matter how many damn times i try!
Send him a dm in his insta, I am sure he can help you out
i emailed him, but i should have DM'ed him. didn't even think of that, lol. oh well ill give it a day or two. @@AbeLeal3D
Hey Abe! Thanks for the stream:) how to find those brushes you are using??
They were a gift from my good friend edsfox edsfox.gumroad.com/l/edsfoxv2
@@AbeLeal3D thanks ❤️
Hello, thanks for your vidéo
I have a question about the process exactly how blizzard work with her texture like world of Warcraft classic, just 3d modeling low poly and paint on the model directly? Or blizzard use a exactly process on the video? Thanks so much
@@Dragonrouge0 back on the day they used to paint verything but now they do sculpt a lot of the details and then bake some maps to use for the rest of the process. Not all the assets might follow this exact path but it should be fairly close
Qué tal buen día, me encantan tus clases!!! Ya vi la de substance painter en painterly style, y tengo una pregunta, esté proceso se podría hacer directamente en substance painter? Muchas gracias :D
Hola Beto! En teoría si pero las herramientas no se prestan tan fácil para hacer los blends como se puede hacer en 3dcoat. Yo prefiero usar substance para algo más procedural y 3dcoat para más control
@@AbeLeal3D muchas gracias por responder! Lo intentaré en substance en lo que consigo 3D coat. Y llegando al paso de exportar las texturas y tener el low poly, se podría decir que es un modelo "game ready"?
it kinda out of topic . if u dont mind. imagine !. in the scence of fighting and he got his tentacle on the right_side been cut by enemy . we will need 2mesh 2texture of 1normal and 1cut_mesh. sine cut_mesh got change ? how we supposed to do ? Unwrap UV again? or update UV(HOW)?
You can have a duplicated mesh and just uv the cap on the tentacle that's gets cut. It could probably fit in the same uv map to save space so you have:
Color and Normal Map for tentacle and damaged tentacle. (Could fit In a single image for each)
1 complete mesh
1 incomplete mesh
1 tentacle mesh.
At the moment of the cut you would swap the complete mesh with the 2 new meshes
luckly . it was clear cut . if we change scenarios. that tentacle was rip out and it close shot(abit slow speed from 30>60or90frame/s) . speak in your knowlage .how hard it be (1-10)?
@@endizero you can make it as simple or complex. But adding things like rips, blood and tissue flying around definitely brings this to a challenge place.
Usually for assets like this one since it is hand painted and low poly effects tend to be way simpler
ohh , until we meet again. :)
I'm guessing the process is the same even though I don't have access to Substance Painter?
I don't have 3d coat, is it possible to hand paint it in substance painter?
Also are the brushes you use also for substance painter?
it is possible but the tools are not as flexible, the one i hate the most is the color picker, where you need to press P, then click on the color to select it, might not seem like much but it definitely slows down things, compared to 3DCoat where you select a color with a single key
@@AbeLeal3D Thanks for the explanation. I would definetely try it but it is kinda expensive, so I'll stick with Substance Painter now. Can you pleade just confirm me that the brushes you're using work with Substance as well?
What are LODs for character? How they make it, how they used in games? Can you pls make an tutorial on creating LODs ?
LOD stands for Level of Detail and is a way to optimize geometries inside a game engine. Imagine a building in the far distance, when you only see it in the horizon the building is probably just a box with simple textures. As you get closer the mesh gets switched with a more complex one, so lets say after the halfway point now it is a box with some bevels and extrudes for the windows and doors. As you get really close you see the final LOD which would be the most geometry you will see for that particular asset.
I can definitely do a video talking more in depth about this topic
@@AbeLeal3D do character models also have LODs?
@@_shanks_06 yes,also there is google for more info ;)
Anyone know a good online course to learn about digital painting so that I can do hand painting myself in the futur ?
Send your question in help room channel of our discord community - discord.com/invite/w9GBhyV4wU
can we use this same procedure for substance painter?
Yes but the process is not as flexible. The principles are the same tho
LoL why I am not surprised things works better in Blender than in Maya hahahahahaha