From what I've seen, vertex normals are not overriden a with normal texture, vertex normals still have effect, especially visible when you remove sharp edges or make every edge sharp or maybe just trasnfer vertex normals from some other mesh.
the normalmap is calculated on top of the vertex normals to have the wanted effect (i.E. the actual normal coming from the highpoly). If you now remove a part from the equation, it doesn't add up anymore. But effectively the normal map replaces the vertex normals in what you perceive.
Thank you very very much! Could you please explain what's the difference between anchoring a mask and duplicating it? Anchoring a mask and anchoring a layer? Anchor points are my biggest struggle ;(
Thank you so much for sharing these useful information. I just have a question if you don't mind. you said that metals don't have diffuse color but in the combined material slide it shows diffuse map which actually has color and it's not black!
exactly what I needed right now. thank you so much.
What a great and complete pbr/substance painter basics tutorial
Ohh cool, just graduated from escape so this is a nice update to refine my skills :D
You are very good at your job. Terrific lecture and demo. Very well paced and informative. Appreciate the effort.
Terrific means something good? I'm a bit confused because it sounds veeery bad but the other parts of your comment are just positive
Very helpful, thanks!
Really great walk through, can you share the google doc that's shown at the end of the video?
please!
Thank you, great tutorial! Is there any way you could share that doc with further reading that you are showing at the end?
From what I've seen, vertex normals are not overriden a with normal texture, vertex normals still have effect, especially visible when you remove sharp edges or make every edge sharp or maybe just trasnfer vertex normals from some other mesh.
Are you talking about edges that are 90 degrees or less and/or where you have uv shell edges?
the normalmap is calculated on top of the vertex normals to have the wanted effect (i.E. the actual normal coming from the highpoly). If you now remove a part from the equation, it doesn't add up anymore. But effectively the normal map replaces the vertex normals in what you perceive.
Everything what do you need in nutshell, awesome presentation!
Thank You for a great explanation.
Escape sounds great what sort of wage bracket is game art tutor?
Thank you very very much! Could you please explain what's the difference between anchoring a mask and duplicating it? Anchoring a mask and anchoring a layer? Anchor points are my biggest struggle ;(
Very helpful and informative, there so much to learn, one step at a time
thanks ! great tutor bro!
Hello Will, on any typical project, how do you manage Substance Painter getting more laggy as you put on more layers getting further into the project?
Thank You Very Much !
No thank you!!!
good stuff!
Thank you so much for sharing these useful information. I just have a question if you don't mind. you said that metals don't have diffuse color but in the combined material slide it shows diffuse map which actually has color and it's not black!
55:13 what did u press when its became dark value mask?
i am not sure and quite late but i think he pressed c to cycle between diff channels.
thumbs up for the picture on the wall of Yuri Gagarin )) 👍
Yuri Gagarin Gagarin Gagayaaaa!!! nice!
Superb demo. More like this please :0)
Excellent content 👍🏼