Texturing a Clicker - FULL Substance 3D Painter Workflow

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  • Опубліковано 15 вер 2024
  • This video as an article:
    flipnm.co/Text...
    Learn how we textured a realistic Clicker zombie from The Last of Us using Substance Painter, ZBrush and Blender.
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КОМЕНТАРІ • 65

  • @AbscondWoW
    @AbscondWoW Рік тому +25

    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

  • @rickysargulesh1053
    @rickysargulesh1053 Рік тому +7

    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 :)

  • @SamuelWall3D
    @SamuelWall3D 10 місяців тому

    Brilliant Video; Very grateful for the simple step by step on the handpainted layers too!! Awesome seeing it all come together!! :)

  • @spacii112
    @spacii112 Рік тому +2

    Your texturing workflow is great!

  • @hamidsalami7022
    @hamidsalami7022 Рік тому

    Thank you so much guys for kindly sharing these useful tutorials! please do more creature and zombies sculpting and texturing tutorial :)

  • @heliansol
    @heliansol Рік тому

    This is gold! Just when I need to learn texturing my character

  • @mirata9
    @mirata9 Рік тому

    This looks spectacular. I’m looking forward to the lighting and shading video

  • @JoshuaKubit
    @JoshuaKubit Рік тому

    Awesome workflow, lots of useful information in this thank you!!

  • @birdaid5242
    @birdaid5242 Рік тому

    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 !

  • @aquaaquarius5165
    @aquaaquarius5165 Рік тому +4

    i would realy like to see the rendering pipeline in cycles. you guys are awesome !!!

    • @FlippedNormals
      @FlippedNormals  Рік тому

      We just came out with a video explaining that too:) Check it out on our Channel

  • @vishantlohar6925
    @vishantlohar6925 Рік тому +1

    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 ?

    • @FlippedNormals
      @FlippedNormals  Рік тому +1

      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

  • @knl654
    @knl654 Рік тому

    really informative video, thanks for making it, will there be a video about texturing rocks and stones for environment art, pleaseee.

  • @IWDSoon
    @IWDSoon Рік тому +1

    auto like when Flipped Normals uploaded a video XD

  • @Rohan1s495
    @Rohan1s495 Рік тому +2

    SPRING SALE when ???

  • @bananaboy1100
    @bananaboy1100 Рік тому

    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!

  • @mahyarjericho4167
    @mahyarjericho4167 10 місяців тому

    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?

  • @emikemta
    @emikemta Рік тому

    how do you go about exporting the texture maps as one set rather than one for each material group? very informative video, thanks

  • @Butterbilk
    @Butterbilk Рік тому +1

    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

    • @FlippedNormals
      @FlippedNormals  Рік тому +3

      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

    • @Butterbilk
      @Butterbilk Рік тому

      @@FlippedNormals Ah gotcha, thanks. How did you bring your seam selection from Blender into Zbrush?

  • @blehfuez4365
    @blehfuez4365 Рік тому

    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?

  • @parikshitbelsare6914
    @parikshitbelsare6914 Рік тому

    Please make tutorials on quixel mixer... I meant tuts where you texture characters or something organic or sci-fi...

  • @BathroomTile
    @BathroomTile Рік тому

    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?

    • @FlippedNormals
      @FlippedNormals  Рік тому

      This method allows me to bake accurate curvature, ao and additional maps

  • @mathiasbrandon5937
    @mathiasbrandon5937 Рік тому

    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

    • @FlippedNormals
      @FlippedNormals  Рік тому +1

      Nice! Video is staying up:D also check out the article in the description too for a written tut

    • @ksormon1
      @ksormon1 Рік тому

      @@FlippedNormals Awesooomeeee!!! Thanks for taking the time to write a blog post, it's really helpful!

    • @FlippedNormals
      @FlippedNormals  Рік тому

      @@ksormon1 Thanks a lot! :D Glad you like it

  • @grodkowski
    @grodkowski Рік тому

    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?

    • @FlippedNormals
      @FlippedNormals  Рік тому +2

      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

  • @Ai_mallu-
    @Ai_mallu- Рік тому

    My inspiration 😍love from India 💞

  • @KittyCat-fe7ng
    @KittyCat-fe7ng Рік тому

    Do you guys have a video going more in depth for getting those maps out of sbrush?

  • @shoshaka
    @shoshaka Рік тому

    Do you have the project files to follow along?

  • @moonspill9424
    @moonspill9424 Рік тому

    Спасибо, очень круто!

  • @occasionallyhuman
    @occasionallyhuman Рік тому

    how is your low poly so much more mesh than my high poly

  • @cmolfino
    @cmolfino Рік тому

    Awesome tutorial. Where did you make the uvs? blender or in zbrush?

    • @FlippedNormals
      @FlippedNormals  Рік тому

      Thanks! UVs are made in ZBrush and Blender using UV master

  • @leemiller2243
    @leemiller2243 Рік тому

    so u are pretty much unwrapping the decimated version and not retoping it which is how u get the perfect overlay to bake it ?

    • @FlippedNormals
      @FlippedNormals  Рік тому +1

      No, the model is retopoed with zremesher and then reproj. Then the lowest subd version of that is uv mapped.

    • @leemiller2243
      @leemiller2243 Рік тому

      @@FlippedNormals reproj? Everything else i get besides that

    • @mariotheraviolieater4718
      @mariotheraviolieater4718 Рік тому +1

      ​​@@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

    • @leemiller2243
      @leemiller2243 Рік тому

      @@mariotheraviolieater4718 thx man

  • @johng8806
    @johng8806 Рік тому +1

    UV layouts?

    • @TheProxy2
      @TheProxy2 Рік тому

      Exactly what i was wondering

  • @carlosrivadulla8903
    @carlosrivadulla8903 Рік тому

    pls upload to 1080p

    • @FlippedNormals
      @FlippedNormals  Рік тому

      Its already 1080p, 60 FPS. Are you not seeing the full HD resolution?

    • @carlosrivadulla8903
      @carlosrivadulla8903 Рік тому

      @@FlippedNormals i couldn't yesterday, now I can. Maybe it was processing. Cheers

  • @Moctop
    @Moctop Рік тому

    Why not use "Use high poly mesh as low poly mesh" for baking? Doesn't that respect the naming suffix or what?

    • @FlippedNormals
      @FlippedNormals  Рік тому

      Then it will only bake the details from the low poly, and we want a lot more resolution than that can provide.

    • @Moctop
      @Moctop Рік тому

      @@FlippedNormals But it's the exact same model...I understand if you decimated the low one.

  • @gegi4577
    @gegi4577 Рік тому

    only Henning?

    • @FlippedNormals
      @FlippedNormals  Рік тому

      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

  • @darkknight4353
    @darkknight4353 Рік тому

    You skipped uv mapping.. the only reason I clicked on this video

  • @sakerberg4512
    @sakerberg4512 Рік тому

    :D

  • @lunabeige
    @lunabeige Рік тому

    i don't like it, it seems to me not organic but like made of ceramics