Little correction regarding moving hand painted textures. There is a transform filter which can be used to move and scale paint layers around ^^ For masks and textures I use cloud textures for almost anything. Scaling them down, reducing contrast + a little blur is a great gradient. A little more contrast with the layer set to multiply is also great. I also like to use the blur slope filter in combination with grunge & texture maps to get some more subtle breakup. Works great with stuff like cracks. As for brushes I'd add the felt tip brush, which is my go to choice for adding hand drawn text and the charcoal strong.
Thanks for another great video!😊 I’m sorry to ask but I was wondering if you guys could potentially make another art advice video? I know you must have a zillion things going on, and I’m not even predominantly a 3D artist anymore (got a job as a concept illustrator), but something about the way you guys talk about art jobs in general, learning the fundamentals, and giving real honest advice just gets me so inspired. I miss that format a lot bc I could just put it on in the background as I was working and I’d feel so insanely motivated! Idk maybe you guys feel you’ve said all there is to say about it, but I love love love those videos so much, especially since I’m predominantly a 2D artist now and all the same things apply to me! Thank you so much for reading!😊
i have just painted a great white shark... i think i did a great job for my first serious project, i saw some of tutorials of flipped normals about skin, but never saw about fishes or other animals, so i applied this techniques for my shark.
That is awesome! This technique would work really well for a shark. One fill layer for the dark areas, one for the bright, and all the magic happens in the mask. You can also break up the mask nicely with procedurals too
@@FlippedNormals yes, i did one for the white and other for the grey, the rest layers are for different tones and gradients of grey to dark green and black for the tiny sensorial receptacles they have on their noses and a final layer to make the scratches and other little wounds scarred they often have, a lot of real photos for ref, now i have to make a render in blender under water with caustics, etc... but this is next chapter, lol.
Any tips for texturing a scaley subject? Such as a Dinosaur, Kaiju, or Dragon. That's what I mostly specialize in and it feels my textures at times feel so flat and bland
Thanks a lot , and I still dont know how you do paint the face wrinkles, like when you have a disp map how you do paint with it in subs ? can someone ?
Love this! Do you think you could do something for makeup specifically? I always find I have to revert to 2d image editors for that and then have to account for the UV which is not ideal.
does your undo button work for blender 3.4 point one that you have on your website?? can't find a way to contact you if can you update it And I'll buy it
hello sir , Hope you are doing great i have a Question about the uv process , I want to ask if i unwrap a face and it`s basicly showen the checker as very big size , at the same time the checker boxes in other faces are small , how i can make all checker have the same value ?
im new to this, is it mandotory to get a drawing 3d tablet to work with this? or is it just faster. i cant draw yet either. :) but i feel this alittle diffrent than drawing with a pencil on paper
Was such a high resolution face that you're painting on would you bake the detail into a normal map so that you can apply it to a lower polygon version of the face?
ok so I've been busting my brain on this, but WHY does your thumbnail in the layers panel look like a sphere and not like everyone else's? P.S. Love you're tutorials these are always so helpful when setting things up. your workflows have helped me a ton over the years. p.p.s i found it box - use simplified thumbnails :)
We're just much more comfortable with ZBrush as we've used it in production for so many years. But, more advanced sculpting in blender will be coming in the future
It's a great tutorial overall but I see an interesting trend in here. Most of you show focuses on the basics (following your terminlology), and it doesn't really help much in understanding the fundamentals. Sure, I can follow along and re-create the same colour zones that you do by following your mask, but that's not much of a lerning process. You point out several times that we should observe the source and try to work from it, and we shouldn't rely on colouring charts, but developing observation alone with no reference points is an extremely complex skill - it's almost like if you go to Tibet and the monks tell you, 'sit here and watch your breathing until you reach the enlightenment.' I know that there's just so much more to study when it comes to where the skin is red than how to use fill layers in Painter, but even glimpses of various ideas that would focus the viewer's attention on specific spots would be so much more appreciated - often there's not enough underlying knowledge to even know what to google for. One example I can think of is a paper called 'A Practical Appearance Model for Dynamic Facial Color' (reality.cs.ucl.ac.uk/projects/skinperf/skinperf.pdf) that I found via Outgang Laura Gallagher’s videos. While it's extremely techy and complex to reason, Laura explains the basics behind it enough for someone to follo through and study e.g. the influence of hemoglobin on the face. You can even find sometghing like XYZ's utility maps tutorial (texturing.xyz/pages/how-to-use-the-utility-map) and see how would hemoglobin generally map to the facial areas - from there your tutorial is super useful in actually recreating a similar map and applying it to the texture. So, TL;DR: please, include more details on fundamentals, some pointers of what actually influences the colours we have to pick, and - basically- some keywords on how to research it further.
Y'all should really get rid of Nexttut's stuff from the site because a lot of the people in there teaching seem like they don't have a clue as to how to teach their classes.
ADSURD! just an hour ago I was going to start painting a skin in photoshop and it's something I don't do very well I thought, I could use a tutor.....oh!
Little correction regarding moving hand painted textures. There is a transform filter which can be used to move and scale paint layers around ^^
For masks and textures I use cloud textures for almost anything. Scaling them down, reducing contrast + a little blur is a great gradient. A little more contrast with the layer set to multiply is also great.
I also like to use the blur slope filter in combination with grunge & texture maps to get some more subtle breakup. Works great with stuff like cracks.
As for brushes I'd add the felt tip brush, which is my go to choice for adding hand drawn text and the charcoal strong.
Thanks for another great video!😊
I’m sorry to ask but I was wondering if you guys could potentially make another art advice video? I know you must have a zillion things going on, and I’m not even predominantly a 3D artist anymore (got a job as a concept illustrator), but something about the way you guys talk about art jobs in general, learning the fundamentals, and giving real honest advice just gets me so inspired. I miss that format a lot bc I could just put it on in the background as I was working and I’d feel so insanely motivated! Idk maybe you guys feel you’ve said all there is to say about it, but I love love love those videos so much, especially since I’m predominantly a 2D artist now and all the same things apply to me! Thank you so much for reading!😊
i have just painted a great white shark... i think i did a great job for my first serious project, i saw some of tutorials of flipped normals about skin, but never saw about fishes or other animals, so i applied this techniques for my shark.
That is awesome! This technique would work really well for a shark. One fill layer for the dark areas, one for the bright, and all the magic happens in the mask. You can also break up the mask nicely with procedurals too
@@FlippedNormals yes, i did one for the white and other for the grey, the rest layers are for different tones and gradients of grey to dark green and black for the tiny sensorial receptacles they have on their noses and a final layer to make the scratches and other little wounds scarred they often have, a lot of real photos for ref, now i have to make a render in blender under water with caustics, etc... but this is next chapter, lol.
Your the best❤️
nice workflow :)
Thank you 🙌
it's great tutorial for me. Thanks ^^
Any tips for texturing a scaley subject? Such as a Dinosaur, Kaiju, or Dragon. That's what I mostly specialize in and it feels my textures at times feel so flat and bland
I am going to pay for this and watch I finished my other freelance work - looks great
Thanks a lot , and I still dont know how you do paint the face wrinkles, like when you have a disp map how you do paint with it in subs ? can someone ?
Love this! Do you think you could do something for makeup specifically? I always find I have to revert to 2d image editors for that and then have to account for the UV which is not ideal.
Great one, thanks
Amazing content!
Appreciate it!
does your undo button work for blender 3.4 point one that you have on your website?? can't find a way to contact you if can you update it And I'll buy it
hi there, my exported disp map from zbrush face got a lot shadow on it any way to fix that guys?
this textures can be used in real time or they made exactly for render?
hello sir , Hope you are doing great i have a Question about the uv process , I want to ask if i unwrap a face and it`s basicly showen the checker as very big size , at the same time the checker boxes in other faces are small , how i can make all checker have the same value ?
Can you make a essential training for environment art for games/movie? base on your tutorials on marketplace.
Can you guys do a mari version of this tutorial
wow. great
im new to this, is it mandotory to get a drawing 3d tablet to work with this? or is it just faster. i cant draw yet either. :) but i feel this alittle diffrent than drawing with a pencil on paper
Was such a high resolution face that you're painting on would you bake the detail into a normal map so that you can apply it to a lower polygon version of the face?
Yes for rendering, you need to bake the high res into either a normal or a disp map for use in rendering
I can't unsee Dara Ó Briain
Nice!
Thanks!
use ao firstly to help you to detect all parts in the face
ok so I've been busting my brain on this, but WHY does your thumbnail in the layers panel look like a sphere and not like everyone else's?
P.S. Love you're tutorials these are always so helpful when setting things up. your workflows have helped me a ton over the years.
p.p.s i found it box - use simplified thumbnails :)
It’s a pity that you don’t use Blender for the sculpting part of your new training course. I don’t own Z brush. 🙁
We're just much more comfortable with ZBrush as we've used it in production for so many years. But, more advanced sculpting in blender will be coming in the future
tank u
Good training
Many many thanks
Is that 8k texture?
4 UDIMS - 2k per udim
@@FlippedNormals Got it.
Godsend
It's a great tutorial overall but I see an interesting trend in here. Most of you show focuses on the basics (following your terminlology), and it doesn't really help much in understanding the fundamentals. Sure, I can follow along and re-create the same colour zones that you do by following your mask, but that's not much of a lerning process. You point out several times that we should observe the source and try to work from it, and we shouldn't rely on colouring charts, but developing observation alone with no reference points is an extremely complex skill - it's almost like if you go to Tibet and the monks tell you, 'sit here and watch your breathing until you reach the enlightenment.'
I know that there's just so much more to study when it comes to where the skin is red than how to use fill layers in Painter, but even glimpses of various ideas that would focus the viewer's attention on specific spots would be so much more appreciated - often there's not enough underlying knowledge to even know what to google for. One example I can think of is a paper called 'A Practical Appearance Model for Dynamic Facial Color' (reality.cs.ucl.ac.uk/projects/skinperf/skinperf.pdf) that I found via Outgang Laura Gallagher’s videos. While it's extremely techy and complex to reason, Laura explains the basics behind it enough for someone to follo through and study e.g. the influence of hemoglobin on the face. You can even find sometghing like XYZ's utility maps tutorial (texturing.xyz/pages/how-to-use-the-utility-map) and see how would hemoglobin generally map to the facial areas - from there your tutorial is super useful in actually recreating a similar map and applying it to the texture.
So, TL;DR: please, include more details on fundamentals, some pointers of what actually influences the colours we have to pick, and - basically- some keywords on how to research it further.
Your Masterclass link goes to “page not found.”
i liked the "pum-pulum whooop" more..
Man followed along for so long but then the gap at 13 minutes just yeets me back into oblivion sigh.
Y'all should really get rid of Nexttut's stuff from the site because a lot of the people in there teaching seem like they don't have a clue as to how to teach their classes.
first
He resembles the President of South Korea.
Man this shit is too complicated for me.
ADSURD! just an hour ago I was going to start painting a skin in photoshop and it's something I don't do very well I thought, I could use a tutor.....oh!
Happy to help :D
Multiple apps, one I don't have.
:/