Great intro to stylized handpaint! --- Would love to see some videos on topic of Trees and plants in game industry. Every time I see a game tree/plant its either very low-poly, so you dont fell good of it, or it looks good, but feels like smt to break any performance. Some tips and use cases to how make the tree/plant look good while keeping optimized will be really appreciated! Speaking of the both stylized and realistic ones here.
Basically, all the games from the PS1-PS2 era were made the same way using hand-painted techniques, but with the usage of photo-textures as the base (it vary depending on the style of the game of course). I actually had an idea of making my next video about how to achieve those old-school-looking games. So maybe it will be the topic of my next video
When previewing the model before committing it, do you think riot has custom color profiles/hdris/luts to preview with? I noticed this when trying to work with valorant's stylization, since substance/3dcoat wont have the exact same color grading and lighting as in-game. So by overlaying it with the reference, it seems like you could compensate for the color/light adjustments that are actually in-engine, causing your model to have double the intended intensity of those color changes.
I can't say for sure if they use something like that. I think they probably just import it to the game's engine throughout the whole process of making a model and check how it looks there. No matter how good your 3Dcoat/Substance settings are, it won't look the same as in the specific scene of the game. That's the approach of how I work and the people I work with
Hi, great tutorial thanks! A question, when you want to put this to a game engine like UE5, you are not exporting a normal map right? So the flag in your video does not interact with light at all, am I correct? Because as far as I understood, you are also painting the shadows on the object
Пожалуйста, продолжай делать видосы с особенностями текстурирования разных стилистик игровых. Я буду в безумной радости прыгать по комнате, если мне так легко и приятно будут объяснять и дальше эту сложную тему 🎉❤
Спасибо) Надеюсь, что вернусь к видосам. У меня уже давно готовы футажи и текст, осталось только все это смонтировать, но из-за работы нет особо времени
Great video but I don't quite understand why SP would be less practical for this use; I don't see any complex techniques that require tools not available in SP. We have layers, custom brushes with a wide range of textures, alpha and settings, symmetry, straight lines, an eyedropper, an eraser, a clone stamp... I don't see what else is needed for painting. Plus, there's also quick access to Photoshop with SP. I don't understand why you say SP is a vector-based software unlike Ps and 3dcoat. There may be something I don't know, but it seems to me that SP is indeed raster-based.
Yeah, you can surely use SP and achieve the same result you would achieve in 3Dcaot. There are a few things in SP I personally don't like: Not great response with graphic tablets when painting, and bad performance of SP overall. And that's all because it's a vector program. Vector programs usually are much heavier and work slowly. And one more thing that proves it's a vector program - you can increase the size of your texture while painting and it upscales without losing any details. This is how all vector programs work, you can scale it as much as you want without losing any quality. But all these aspects aside, i know you can adjust the program and fix most of it's problems, but 3DCoat works better out of the box for hand painting. So IMO it's better to start from this program if you are a beginner, and after you have some experience you can try Substance and see if it fits your workflow more than 3Dcoat.
@@GeorgeKoshelev Ok, personally I haven't noticed any issues with my graphics tablet, it might depend on the size of the project. Yes, I see what you mean now. But if I recall correctly from what I understood, it's actually a combination of both. A software like Illustrator will create and display shapes solely through mathematical processes. Substance Painter, if I remember correctly, records all the actions performed in the software. For example, if I make a brush stroke, it will record the XY coordinates of the UV map of my brush stroke. So, when I change the resolution, it will simulate the entire recorded history and recreate the entire project with parameters that match the new resolution. So technically you could have the same thing on photoshop with a script. I'm not sure if that's clear.
Yes, it's called polypainting. I saw people do pretty decent stuff with it, but I'm not sure how it works and if it's even possible to export the textures you painted
Sometimes it could create some stretching. In these cases, you should relax UVs a little bit. But usually, when you paint on straightened UVs in 3Dcoat it is absolutely fine.
That was the point to make it funny, it's just a joke. I don't really care what people use, it's their personal preferences. But I spent 3 years using Maya and I had crashes almost every day when with Blender I have it like once a month tops. At the same time, my friend uses 3Dsmax and it never crashes while his Blender can't run for 20 minutes straight properly. It's just random
color blending ,line art , color pallette and Is it a professional approach to create a base color with a Substance Painter plugin called "Simple Diffuse," then transfer it to 3DCoat and perform processes like color blending? Thank you in advance for your response.
@@SevcanVecet I'm not sure if someone in the industry uses Simple Diffuse, but there's nothing bad in using different plugins or programs to speed up the process of painting. The faster you can texture it - the better. No one cares how you achieved that result if it's good quality in the end. I personally almost don't use Substance Painter in my hand-painting workflow, but it's a common thing in the industry, as I said in my video.
@@GeorgeKoshelev буду вторым братишкой. Очень интересное видео. Я только начинаю постигать handpaint и я собираю всю возможную информацию. И вот наткнулся на Ваше видео. Побольше Вам просмотров и побольше подписчиков!
I switched from max to blender but what you say... blender is crashing 10 times more often than max, lets be honest. and Blender is missing so many basic features. if max wouldbe free I would go back again.
Absolutely not true, i have zero crash from using blender (only if it not very render intensive part). I think you should just upgrade your pc, mine work smooth with 32gb ram, rtx 3060 12gb vram, that is my rig and i recommend you to start with it 😊
Time to get hired at Riot Games.
Thanks George, very cool.
This video is very cool! Looking forward to more of your videos!
Great video, definitely keeping my eye on the next tutorial!
Currently in school learning to become a game artist and this video was very helpful! Exicted for more videos :)
Glad to hear it! I hope I'll be able to make a new one very soon
thank you George! i'm looking forward to see your next videos! it was great video.
Really good tutorial.
I love it that you choose a simple asset, the final result is super cool :D
Definitely trying to replicate it .
Thank you, this is a great resource!
Waiting for handpainted models in MicroWorks 😎
@@GeorgeKoshelev SEQUEL
Great intro to stylized handpaint!
---
Would love to see some videos on topic of Trees and plants in game industry. Every time I see a game tree/plant its either very low-poly, so you dont fell good of it, or it looks good, but feels like smt to break any performance.
Some tips and use cases to how make the tree/plant look good while keeping optimized will be really appreciated! Speaking of the both stylized and realistic ones here.
its a good video looking forward character modeling
I'm curious how games like Radiata Stories and Kingdom Hearts textures on the ps2 were made
Basically, all the games from the PS1-PS2 era were made the same way using hand-painted techniques, but with the usage of photo-textures as the base (it vary depending on the style of the game of course). I actually had an idea of making my next video about how to achieve those old-school-looking games. So maybe it will be the topic of my next video
@@GeorgeKoshelev Yes, that would be wonderful.
pls create full tutorials
this is soo cool
When previewing the model before committing it, do you think riot has custom color profiles/hdris/luts to preview with? I noticed this when trying to work with valorant's stylization, since substance/3dcoat wont have the exact same color grading and lighting as in-game. So by overlaying it with the reference, it seems like you could compensate for the color/light adjustments that are actually in-engine, causing your model to have double the intended intensity of those color changes.
I can't say for sure if they use something like that. I think they probably just import it to the game's engine throughout the whole process of making a model and check how it looks there. No matter how good your 3Dcoat/Substance settings are, it won't look the same as in the specific scene of the game. That's the approach of how I work and the people I work with
What's the name of the addon you use in the UV unwrapping section, seems it's really helpful
It's Uv Toolkit
Great video!
Hi, great tutorial thanks! A question, when you want to put this to a game engine like UE5, you are not exporting a normal map right? So the flag in your video does not interact with light at all, am I correct? Because as far as I understood, you are also painting the shadows on the object
Yep, only the diffuse map is exported in the end
Пожалуйста, продолжай делать видосы с особенностями текстурирования разных стилистик игровых. Я буду в безумной радости прыгать по комнате, если мне так легко и приятно будут объяснять и дальше эту сложную тему 🎉❤
Спасибо)
Надеюсь, что вернусь к видосам. У меня уже давно готовы футажи и текст, осталось только все это смонтировать, но из-за работы нет особо времени
@@GeorgeKoshelev ох как я это понимаю. работа в индустрии сжирает все свои хотелки)
но я буду очень ждать
Very cool❤❤
Could you do it but with vi from arcane?
thanks.
Excuse me! are 3D artist job for game difficult to find job at this time and future ?
Great video but I don't quite understand why SP would be less practical for this use; I don't see any complex techniques that require tools not available in SP. We have layers, custom brushes with a wide range of textures, alpha and settings, symmetry, straight lines, an eyedropper, an eraser, a clone stamp... I don't see what else is needed for painting. Plus, there's also quick access to Photoshop with SP.
I don't understand why you say SP is a vector-based software unlike Ps and 3dcoat. There may be something I don't know, but it seems to me that SP is indeed raster-based.
Yeah, you can surely use SP and achieve the same result you would achieve in 3Dcaot. There are a few things in SP I personally don't like:
Not great response with graphic tablets when painting, and bad performance of SP overall. And that's all because it's a vector program. Vector programs usually are much heavier and work slowly. And one more thing that proves it's a vector program - you can increase the size of your texture while painting and it upscales without losing any details. This is how all vector programs work, you can scale it as much as you want without losing any quality.
But all these aspects aside, i know you can adjust the program and fix most of it's problems, but 3DCoat works better out of the box for hand painting. So IMO it's better to start from this program if you are a beginner, and after you have some experience you can try Substance and see if it fits your workflow more than 3Dcoat.
@@GeorgeKoshelev Ok, personally I haven't noticed any issues with my graphics tablet, it might depend on the size of the project.
Yes, I see what you mean now. But if I recall correctly from what I understood, it's actually a combination of both.
A software like Illustrator will create and display shapes solely through mathematical processes.
Substance Painter, if I remember correctly, records all the actions performed in the software. For example, if I make a brush stroke, it will record the XY coordinates of the UV map of my brush stroke. So, when I change the resolution, it will simulate the entire recorded history and recreate the entire project with parameters that match the new resolution. So technically you could have the same thing on photoshop with a script. I'm not sure if that's clear.
do we need to do a arnold or vray render for hand painted models?
Never used any of those. I'm using Marmoset Toolbag for rendering
Hello bro can we export game engine like unity for example yes or no I wont take your time tank you so much
Hi can I ask you - is it pisible to do painting in zbrush?
Yes, it's called polypainting. I saw people do pretty decent stuff with it, but I'm not sure how it works and if it's even possible to export the textures you painted
Doesn't straightening UV's create unwanted stretching?
Sometimes it could create some stretching. In these cases, you should relax UVs a little bit. But usually, when you paint on straightened UVs in 3Dcoat it is absolutely fine.
pls keep making videos !!
I sure will! Already started the next one 🙂
nicee
Blender has crashed on me just as often as Maya does, its quite funny when people say otherwise.
That was the point to make it funny, it's just a joke. I don't really care what people use, it's their personal preferences. But I spent 3 years using Maya and I had crashes almost every day when with Blender I have it like once a month tops. At the same time, my friend uses 3Dsmax and it never crashes while his Blender can't run for 20 minutes straight properly. It's just random
the only time my blender crashes is when im on autopilot and press ctrl+R to remesh on my 10 million tris sculpt
What should be the topic of my next video? I'm open for your requests
color blending ,line art , color pallette and Is it a professional approach to create a base color with a Substance Painter plugin called "Simple Diffuse," then transfer it to 3DCoat and perform processes like color blending? Thank you in advance for your response.
@@SevcanVecet I'm not sure if someone in the industry uses Simple Diffuse, but there's nothing bad in using different plugins or programs to speed up the process of painting. The faster you can texture it - the better. No one cares how you achieved that result if it's good quality in the end. I personally almost don't use Substance Painter in my hand-painting workflow, but it's a common thing in the industry, as I said in my video.
@@GeorgeKoshelev you are the best man !
Next time can you also teach how to import baked normal map in 3D coat and how to blend colors
Please, please one video about the texture of Arcane and how to make in blender for animation, please 🥺
Спасибо за тутор, теперь я мою полы в райоте!
Жорж красава, нормас видео записал, а будут ли для братишек на русском?
01:20 - шутка топ :D
Как тебе удалось при 8 подписчиках набить 166 просмотров?
Скорее всего буду просто субтитры русские ко всем видео делать, охват аудитории больше. Но есть одно видео на русском на канале, давно лежит уже)
@@GeorgeKoshelev буду вторым братишкой. Очень интересное видео. Я только начинаю постигать handpaint и я собираю всю возможную информацию. И вот наткнулся на Ваше видео. Побольше Вам просмотров и побольше подписчиков!
@@GeorgeKoshelev ой, а не подскажите, пожалуйста, как вы дырдочку сделали на модельке? Я так понимаю, это без вмешательства в сетку было сделано?
@@HandpaintGuard да, это просто текстура прозрачная, на 8:42 в фотошопе можно увидеть
Прибыл 41-й подписчик 😊
I switched from max to blender but what you say... blender is crashing 10 times more often than max, lets be honest. and Blender is missing so many basic features. if max wouldbe free I would go back again.
What basic features that Max has that Blender doesn't?
Absolutely not true, i have zero crash from using blender (only if it not very render intensive part). I think you should just upgrade your pc, mine work smooth with 32gb ram, rtx 3060 12gb vram, that is my rig and i recommend you to start with it 😊
Yip, this is a computer diff. I use Blender EVERYDAY, and it rarely crashes. Are you paid by Autodesk?