Best tutorial I've found on this subject so far, I'd been struggling for a while knowing I was doing something wrong but this explained it really well.
@@sarkamari You're welcome, I also had trouble finding a good tut about UDIMS, there's a bunch of vids explaining what they are but not much useful about how to use them in zbrush - substance - maya workflow....Keep up ther great work!
this video is by far the most helpful I've found on the topic, it's a shame it has (as of the date of posting this comment) only 8k views (and even less likes) Your way of explaining is so good the video doesn't really feel long (like I just realized it is 28 min right after finishing it, and I did pause it many times to make sure I didn't miss anything) Thank you for the great video!
Thnkas for detailed, explanation. The only thing i confused, is why you connect normal map Alpha to bump2d1 node(22:25). Cause normal map has vector values(rgb) ?
Why do we connect the normal map via the alpha channel if its information stored in color? Is it because it is treated as RAW? Thank you for the tutorial :)
We are using linear colour workflow in substance right?? (Legacy). But newer maya version has aces colour space in default. Then how this is gonna looks crt??
Hello. I'm always learning from you. I have a question... when I load a new model into the substance painter, there is a template selection. Could you please tell me which template is used in this video?
I usually use disp+normal Height maps are cheap and do not contain much info. High bit depth height maps on the other hand are used for Terrain generation which is a different topic all together.
UDIM is an automatic UV offset system that assigns an image onto a specific UV tile. This allows you to use multiple lower resolution texture maps for neighboring surfaces, producing a higher resolution result.
Best tutorial I've found on this subject so far, I'd been struggling for a while knowing I was doing something wrong but this explained it really well.
Great to hear 🙏🏼
@@sarkamari You're welcome, I also had trouble finding a good tut about UDIMS, there's a bunch of vids explaining what they are but not much useful about how to use them in zbrush - substance - maya workflow....Keep up ther great work!
Incredibly helpful video, Sarkamari. Thanks so much for taking the time to create this.
Great to hear this, Matt.
very useful tutorial💗
this video is by far the most helpful I've found on the topic, it's a shame it has (as of the date of posting this comment) only 8k views (and even less likes)
Your way of explaining is so good the video doesn't really feel long (like I just realized it is 28 min right after finishing it, and I did pause it many times to make sure I didn't miss anything)
Thank you for the great video!
This just made my day😉
wow, hope its a detailed one
Sir , this is what I want
Please upload more videos on substance maya workflow ❤️
Glad to see you found the videos useful
Love this
Thank you best teacher
🙏 Thank you dear Sooshiyans
For anyone that needs this advice................DONT put a 24K texture on the Arnold Skydome. Learn from my mistakes
must have been fun. Even 8k is an overkill unless you have Extreme close up
Watching all of your tutorials! Keep up the great work!
Amazing to hear. 🙏🏼
Really great video. Very informative and clearly presented. Gave me exactly what I was looking for. Thanks for putting this together!
Amazing to hear
really detailed and clear instructions. thank you
Glad it was helpful!
Note 26:35
Thnkas for detailed, explanation. The only thing i confused, is why you connect normal map Alpha to bump2d1 node(22:25). Cause normal map has vector values(rgb) ?
all surfaces should have roughness checked, regardless of whether it's an emissive surface or not.
Why do we connect the normal map via the alpha channel if its information stored in color? Is it because it is treated as RAW?
Thank you for the tutorial :)
Hit the nail on the head. Yes it's because of the colour space.
For sRGB it's always the colour though
We are using linear colour workflow in substance right?? (Legacy). But newer maya version has aces colour space in default. Then how this is gonna looks crt??
Hello.
I'm always learning from you.
I have a question... when I load a new model into the substance painter, there is a template selection.
Could you please tell me which template is used in this video?
helloo i dunno if you 've an video to show us how to import an glass texture part on maya with pbr rough pleeeaaseee
not yet but planning on this soon so stay tuned
@@sarkamari thaanks bro
Can you please tell where does the Height map goes?
I usually use disp+normal
Height maps are cheap and do not contain much info.
High bit depth height maps on the other hand are used for Terrain generation which is a different topic all together.
what is udim
UDIM is an automatic UV offset system that assigns an image onto a specific UV tile. This allows you to use multiple lower resolution texture maps for neighboring surfaces, producing a higher resolution result.