Creating Trim Sheet UVs for Substance 3D Painter | Adobe Substance 3D

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  • Опубліковано 22 лис 2024

КОМЕНТАРІ • 24

  • @pawpotsRS
    @pawpotsRS Рік тому

    the continuity of the how-to-create trim sheet. Thank you for updating!

  • @sam_pyrtuh
    @sam_pyrtuh 10 місяців тому

    Thank you so much for this tutorial it really help me while working on a commercial projects.

  • @altwhisper6920
    @altwhisper6920 Рік тому

    I like you lectures of trims sooo much! Very helpful for me now.

  • @pgjohnson5504
    @pgjohnson5504 Рік тому +5

    Great tutorial. Can you add a link to the rest of the series

  • @GaryOlsenThomas
    @GaryOlsenThomas 11 місяців тому

    Excellent tutorial, really professional description by you. Much appreciated, not an easy topic though.

  • @vismaysinha
    @vismaysinha Рік тому +3

    Very helpful, thank you! What is the thing you used to unwrap..the small window beside the max unwrap window?

  • @draudeky4508
    @draudeky4508 5 місяців тому

    nice tutorial!

  • @qp_fa
    @qp_fa 5 місяців тому +2

    Until now, Max can't work perfectly and smoothly with trim sheet texture :( we need a plugin / script like DreamUV in Blender

  • @ars5047
    @ars5047 Рік тому

    It was really needed! Thank you so much!

  • @selimthetensai9381
    @selimthetensai9381 Рік тому

    Is the grunge map using second UV or it's just a decal map randomly placed on top of surfaces?

  • @Мирный_атом
    @Мирный_атом Рік тому

    The disadvantage of teaching Emiel Sliggers is that he does not think about optimizing materials (shaders), in particular in his courses. Not all people have video cards even 2080. I think that this should be remembered !!! (for example, I have 1050Ti).
    Otherwise, the courses are very cool, without any "water", pleasant to listen to the teacher and easy to learn.

  • @mowax74
    @mowax74 11 місяців тому +1

    And what exactly in this video had to do with Substance Painter?

  • @franman51
    @franman51 Рік тому +1

    I thought there's going to be Z fighting with the decal in front.

  • @sergiej7508
    @sergiej7508 Рік тому +5

    part 03?

    • @SegaMegaLoh
      @SegaMegaLoh Рік тому

      Search "trim" in videos tab of the channel. First two parts were 7 months ago:)

  • @Spacedewelope
    @Spacedewelope Рік тому

    over hichr :D

  • @slayth6332
    @slayth6332 Місяць тому

    Trim-sheet audience is quite low 🤣🤣

  • @NightVisionOfficial
    @NightVisionOfficial Рік тому +1

    Not using Blender? oof :T
    Still enjoy the video tho :)

    • @kineticraptor3318
      @kineticraptor3318 Рік тому +6

      Can't wait for blender users to find out how many game studio's don't actually use blender.

    • @NightVisionOfficial
      @NightVisionOfficial Рік тому +1

      @@kineticraptor3318 I know... what's wrong with that? I'm not saying everyone should use blender no matter what. Many times, studios have already developed a workflow that's good for them, and maybe made automations already, at the point that switching to blender is only harming the studio workflow. I never used Maya, so, the video is almost useless to me since i use blender, it was only my opinion. I watched the video through, even tho is for Maya. I also don't care what program studios are using, if they make good model, that's the important stuff. I enjoy more the studios that use blender of curse, but only because i can follow along on what they are saying in the conferences for example, or apply their work flow on my models.
      I hope this satisfied your comment.
      Have a nice day :)

    • @SegaMegaLoh
      @SegaMegaLoh Рік тому +2

      @@NightVisionOfficial It's a 3DS Max actually, not Maya. Blender is almost useless without good addons. Many features that other softwares have from box needed to be implemented to blender with addons. And many game engines are using fbx file format that was developed by autodesk and works perfectly with Maya and Max but not with blender.

    • @NightVisionOfficial
      @NightVisionOfficial Рік тому +1

      @@SegaMegaLoh Since i don't use them, it's difficult to me to know which one is it xD, they look the same to me. As FBX goes, i know it's been developed by Autodesk, but in which way does it not work good with blender? I'm sincerely interested in knowing that, since I didn't encountered any problem... Also, it's true that blender, by default, it's not perfect, but at least it's free and add-ons do not cost as a month sub to use any program, is free to keep, and has free updates (most of the add-ons). I think that, needed add-ons, are like 4, 6 if you use bool workflow, that's it, but i can see people not wanting to learn a new program, just to install add-ons that they need to learn too.
      Thx for the reply

    • @SegaMegaLoh
      @SegaMegaLoh Рік тому +1

      @@NightVisionOfficial It's difficult to describe how bad FBX is implemented in blender(and I'm not a native speaker, so sorry for mistakes), but there are some problems with bones and animations, metric system and so on. FBX is closed standard and you should buy a license to use it in your software, but in blender, I believe, developer decompile FBX format and reassemble it as close as possible to implement in blender. I prefer Modo myself, actually and time to time I use even Blender and send my work in maya. And I should tell you that maya has some really great features that been used in prop creation for games that blender has not. That's why maya is industry standard. Blender is a great tool with it's pros and cons but I hear stories about new 3D giant as long as 2.8 was released back in summer 2019. So it's 2023 already and nothing has changed dramatically.