After 4 months making model w random textures I applied from free assets online, I finally can make texture myself after watching your video. Love you thousands ❤@@pixlways
First, I wanted to say fantastic tutorial. And secondly, I wonder if you could explain why you had to bake the model after importing it into Substance painter? You only had one model which you UV unwrapped, added materials for the different components, but there is no low/high poly versions of the model, just the one. So I'm confused where the baking comes in. What does it do in this context? What am I missing?
Hello friend, how are you? Thank you for your tutorial, I'm learning a lot from your channel! One question, did you make a bake using only high poly without low poly? Could you explain to me how this works? Sorry, I'm just starting to learn. Thank you very much!
No problem, glad you found the tutorial helpful! I know Substance can be tricky to get the hang of at first. Let me know if you have any other issues getting it to work. Best of luck with your Substance projects
Here are two things you can check: First, ensure that the UV mapping of your mesh is correct and properly aligned with the displacement map. Second, If the mesh you're applying the displacement map to doesn't have enough geometry (vertices, edges, faces), Try increasing the subdivision level of your mesh. Hope these are helpful!
This is the video: ua-cam.com/video/8ew7VzT_3Ck/v-deo.html But, Substance Painter version 8.3.1 and above already has the preset which we're using here: ua-cam.com/video/YNKcqcAUjCQ/v-deo.html
Hello In Adobe Substance 3D Painter software, when I create a new paint layer and make changes in the Material section, those changes are applied to all existing paint layers. Is there a way to prevent this situation so that a change in one paint layer does not change the settings and materials of the other paint layers?
As far as I know, Paint Layers in Substance Painter can't have completely independent materials or settings for different parts of the texture. However, if I find a way to solve this, I will definitely let you know.
It depends on the specific requirements of your project. For example, game-ready models must have a low poly count based on the project poly count budget. Generally, using the highest poly count can provide more detail, but it may impact performance. Decimating can be useful for optimizing performance without sacrificing too much detail. Consider finding a balance based on your project's needs and target platform. Experimentation and testing can help determine the optimal poly count for your specific use case.
Absolutely! The "Save to playlist" option is already enabled. If you encounter any issues with it, feel free to let me know, and I'll do my best to assist.
After 5 years of working with blender I finally, for once, understand uv unwrapping
That's fantastic news! 🎉 Keep up the great work, and happy UV unwrapping! 👏
After 4 months making model w random textures I applied from free assets online, I finally can make texture myself after watching your video. Love you thousands ❤@@pixlways
First, I wanted to say fantastic tutorial.
And secondly, I wonder if you could explain why you had to bake the model after importing it into Substance painter?
You only had one model which you UV unwrapped, added materials for the different components, but there is no low/high poly versions of the model, just the one.
So I'm confused where the baking comes in. What does it do in this context? What am I missing?
OPEN YOUR EYES
OPEN YOUR MIND
VALVᴇ
Exactly!
Hello friend, how are you? Thank you for your tutorial, I'm learning a lot from your channel! One question, did you make a bake using only high poly without low poly? Could you explain to me how this works? Sorry, I'm just starting to learn. Thank you very much!
Thank you for this tutorial. I hope when I try to use substance again, it actually works.
No problem, glad you found the tutorial helpful! I know Substance can be tricky to get the hang of at first. Let me know if you have any other issues getting it to work. Best of luck with your Substance projects
You are just great !
I think it's a paid class.
Thank you for your kind words! I'm glad you found the information valuable.
The truth is, I needed the material and rendering of this model
I'm glad it was helpful, thanks for your comment
Loved these 2 tutorials! many thanks!
Fantastic to hear you loved the tutorials! Many thanks for your positive feedback!
Thank you for this tutorial .
You're very welcome, Thanks for your comment
Every time I use a Dis map in blender, some black pixels appear on my render, do you know what causes this?
Here are two things you can check:
First, ensure that the UV mapping of your mesh is correct and properly aligned with the displacement map. Second, If the mesh you're applying the displacement map to doesn't have enough geometry (vertices, edges, faces), Try increasing the subdivision level of your mesh. Hope these are helpful!
Do you know how to use vertex paint for color id map for texturing in substance painter?
hi, in which video you're talking about blender presets in substance painter? i cant find it
This is the video: ua-cam.com/video/8ew7VzT_3Ck/v-deo.html
But, Substance Painter version 8.3.1 and above already has the preset which we're using here: ua-cam.com/video/YNKcqcAUjCQ/v-deo.html
hi.I can't use ctrl+shift+0 to switch to camera view.why?
Hello Masoud, use 0 on Numpad to switch to the camera view. Also, use "Ctrl + Alt + 0" to "Align Active Camera to View"
Hello
In Adobe Substance 3D Painter software, when I create a new paint layer and make changes in the Material section, those changes are applied to all existing paint layers.
Is there a way to prevent this situation so that a change in one paint layer does not change the settings and materials of the other paint layers?
As far as I know, Paint Layers in Substance Painter can't have completely independent materials or settings for different parts of the texture. However, if I find a way to solve this, I will definitely let you know.
It's great!
Thank you!
Is it best practice to use the highest poly count with SP? Or do you decimate first?
It depends on the specific requirements of your project. For example, game-ready models must have a low poly count based on the project poly count budget. Generally, using the highest poly count can provide more detail, but it may impact performance. Decimating can be useful for optimizing performance without sacrificing too much detail. Consider finding a balance based on your project's needs and target platform. Experimentation and testing can help determine the optimal poly count for your specific use case.
Be great if you could allow the "Save to playlist" option.
Absolutely! The "Save to playlist" option is already enabled. If you encounter any issues with it, feel free to let me know, and I'll do my best to assist.
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What's your rig, if it's not a secret?
I'm Currently using Lenovo Legion Y520 laptop and recording audio with Boya BY-M1
The model have many useless vertices you can remove some edges without effecting the shading