I'm a simple man. I see a new FlippedNormals video, I press like! Such good content, very inspiring and helps in my journey to career changing to the games industry
Hi guys Its good that you are back! Just one Request please can you please make an Animation Course In blender I did see the Alive one that you have on your site but its hard to follow and also its not structed the way you guys structure your videos inshort its hard to follow! so please guys do something !
Great video! I have a question. Would you use the same method if you were for example texturing a prop? I mean breaking it down maps into several folders? And another question is what if u have other maps other than rough and base like metalness and emission. Do you separate those too?
Can you tell us more about the color variations you are doing are you using fill layers with just a mask and the color channel and what's the theory behind choosing to put what color and where to add it ?
There's a lot of variation in skin already and for this we're pushing it extra hard. At the end the color variation added is stylistic, basically I thought it looked cool
well I did learn atleast some new techniques... and I learned that I should probably update my Substance Painter xD haven't done so in about 6 months... looking forward to exploring the new stuff. And I'm def gonna give a Clicker a go at some point, so this Video better not be deleted! Cus I'll need it in the future xD
Is it not common to do texturing that mess with normal information on more complex objects like this? I find that anytime I auto UV unwrap in substance, I forgo the option of using normal - altering materials because the show the uv seams immediately. Whereas just using tri planar projection for things like color and roughness don't matter. Would be curious for some insight on this, thanks!
These videos are absolutely priceless! Keep up the amazing work! :) @Henning: Do you still think that the UV editing tools in Blender are from hell? And do you have any tips for making uving less painful in Blender especially for relatively highpoly models?
I loved the tutorial, the marbling was new to me. One thing I'm curious over is the UV's - with things like the mushroom growths. It looks like they'd be an absolute pain to map. Because its a decimated zbrush model was it just an auto unwrap?
Thanks! Glad you like that little tip. Yes it was all just auto Uv with uv master. Would've taken way too long to do it by hand. All the topo is also auto. It worked perfectly for this project
Is there a specific reason why you'd export decimated high polys of the model to bake normals in Painter instead of just doing it inside Zbrush with a button click?
6:17 I'm confused... "I did the unfolding in UV master then I brought it back into Blender and did the unfolding in Blender" Could you clarify your process there
In Blender I selected the seams In ZBrush I used those seams to unfold it using the UV Master Plugin In Blender I did the layout of the UVs based on the unfold from ZBrush
@@leemiller2243 you retopo with Zremesher and reproject the detail from the high poly to the Zremeshed one. I think the last sentence is about putting the high poly to lowest subdivision and UV mastering it. Then using those UVs for the remeshed model
I'm a simple man. I see a new FlippedNormals video, I press like! Such good content, very inspiring and helps in my journey to career changing to the games industry
Awesome, tjhanks a lot Nic! :D
These tutorials are so good and fun to watch. Very inspiring. The sculpt and texturing turned out great. You could work on the show for sure :)
Thanks a lot Ricky! :)
Brilliant Video; Very grateful for the simple step by step on the handpainted layers too!! Awesome seeing it all come together!! :)
This is gold! Just when I need to learn texturing my character
Awesome! I hope you learnt a lot.
Thank you so much guys for kindly sharing these useful tutorials! please do more creature and zombies sculpting and texturing tutorial :)
More to come!
This looks spectacular. I’m looking forward to the lighting and shading video
Your texturing workflow is great!
Thanks a lot! :D
Awesome workflow, lots of useful information in this thank you!!
Glad it was helpful!
really informative video, thanks for making it, will there be a video about texturing rocks and stones for environment art, pleaseee.
i would realy like to see the rendering pipeline in cycles. you guys are awesome !!!
We just came out with a video explaining that too:) Check it out on our Channel
auto like when Flipped Normals uploaded a video XD
Thank you!
Hi guys Its good that you are back! Just one Request please can you please make an Animation Course In blender I did see the Alive one that you have on your site but its hard to follow and also its not structed the way you guys structure your videos inshort its hard to follow! so please guys do something !
Great video! I have a question. Would you use the same method if you were for example texturing a prop? I mean breaking it down maps into several folders? And another question is what if u have other maps other than rough and base like metalness and emission. Do you separate those too?
Can you tell us more about the color variations you are doing are you using fill layers with just a mask and the color channel and what's the theory behind choosing to put what color and where to add it ?
There's a lot of variation in skin already and for this we're pushing it extra hard. At the end the color variation added is stylistic, basically I thought it looked cool
well I did learn atleast some new techniques... and I learned that I should probably update my Substance Painter xD haven't done so in about 6 months... looking forward to exploring the new stuff. And I'm def gonna give a Clicker a go at some point, so this Video better not be deleted! Cus I'll need it in the future xD
Nice! Video is staying up:D also check out the article in the description too for a written tut
@@FlippedNormals Awesooomeeee!!! Thanks for taking the time to write a blog post, it's really helpful!
@@ksormon1 Thanks a lot! :D Glad you like it
SPRING SALE when ???
how do you go about exporting the texture maps as one set rather than one for each material group? very informative video, thanks
Is it not common to do texturing that mess with normal information on more complex objects like this? I find that anytime I auto UV unwrap in substance, I forgo the option of using normal - altering materials because the show the uv seams immediately. Whereas just using tri planar projection for things like color and roughness don't matter. Would be curious for some insight on this, thanks!
Please make tutorials on quixel mixer... I meant tuts where you texture characters or something organic or sci-fi...
These videos are absolutely priceless! Keep up the amazing work! :)
@Henning: Do you still think that the UV editing tools in Blender are from hell? And do you have any tips for making uving less painful in Blender especially for relatively highpoly models?
I loved the tutorial, the marbling was new to me. One thing I'm curious over is the UV's - with things like the mushroom growths. It looks like they'd be an absolute pain to map. Because its a decimated zbrush model was it just an auto unwrap?
Thanks! Glad you like that little tip. Yes it was all just auto Uv with uv master. Would've taken way too long to do it by hand. All the topo is also auto. It worked perfectly for this project
Do you guys have a video going more in depth for getting those maps out of sbrush?
Zbrush rather
how is your low poly so much more mesh than my high poly
Do you have the project files to follow along?
You skipped uv mapping.. the only reason I clicked on this video
Is there a specific reason why you'd export decimated high polys of the model to bake normals in Painter instead of just doing it inside Zbrush with a button click?
This method allows me to bake accurate curvature, ao and additional maps
6:17 I'm confused... "I did the unfolding in UV master then I brought it back into Blender and did the unfolding in Blender" Could you clarify your process there
In Blender I selected the seams
In ZBrush I used those seams to unfold it using the UV Master Plugin
In Blender I did the layout of the UVs based on the unfold from ZBrush
@@FlippedNormals Ah gotcha, thanks. How did you bring your seam selection from Blender into Zbrush?
Awesome tutorial. Where did you make the uvs? blender or in zbrush?
Thanks! UVs are made in ZBrush and Blender using UV master
Спасибо, очень круто!
so u are pretty much unwrapping the decimated version and not retoping it which is how u get the perfect overlay to bake it ?
No, the model is retopoed with zremesher and then reproj. Then the lowest subd version of that is uv mapped.
@@FlippedNormals reproj? Everything else i get besides that
@@leemiller2243 you retopo with Zremesher and reproject the detail from the high poly to the Zremeshed one. I think the last sentence is about putting the high poly to lowest subdivision and UV mastering it. Then using those UVs for the remeshed model
@@mariotheraviolieater4718 thx man
UV layouts?
Exactly what i was wondering
pls upload to 1080p
Its already 1080p, 60 FPS. Are you not seeing the full HD resolution?
@@FlippedNormals i couldn't yesterday, now I can. Maybe it was processing. Cheers
My inspiration 😍love from India 💞
Why not use "Use high poly mesh as low poly mesh" for baking? Doesn't that respect the naming suffix or what?
Then it will only bake the details from the low poly, and we want a lot more resolution than that can provide.
@@FlippedNormals But it's the exact same model...I understand if you decimated the low one.
only Henning?
Only Henning! We try to keep both of us in as many videos as possible for for technical step by step videos it makes more sense to only have one of us
i don't like it, it seems to me not organic but like made of ceramics
:D