Create seamless TILEABLE textures using objects & sculpting in Blender 4.0!

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  • Опубліковано 7 лис 2024

КОМЕНТАРІ • 20

  • @seeingmine
    @seeingmine 21 день тому +1

    this is awesome, just what i needed. thank you!

  • @brianbergmusic5288
    @brianbergmusic5288 8 місяців тому +2

    Great idea! I personally would use this to render UV-textures for oldschool low-poly level design.

  • @moatef1586
    @moatef1586 8 місяців тому +5

    That's a great workflow. Thanks for sharing it

  • @crystolz5538
    @crystolz5538 Місяць тому +1

    Thank you very much🙏...I was wondering how to do this

  • @stedbenj
    @stedbenj 8 місяців тому +1

    Awesome!! Liked and subscribed

  • @arthesisok2884
    @arthesisok2884 8 місяців тому +2

    badass tutorial man!!! was recently looking to do this actually

  • @titanmoruma5834
    @titanmoruma5834 8 місяців тому +2

    thanks for that

  • @fifdesign89
    @fifdesign89 Місяць тому

    Hi Paul, thanks for the insight.
    One question about the albedo texturing in substance: is there a mode to make it tilable? I found a way with procreate on the iPad put it needs some file copying

  • @peabrainz
    @peabrainz 8 місяців тому

    Great work! i really want to learn the substance painter part

    • @itspaultodd
      @itspaultodd  8 місяців тому

      If there's anything I can make a tutorial on let me know. I'm happy to do it 😁

    • @giovannipanarello
      @giovannipanarello 8 місяців тому +2

      you could do a bake also in blender in another way)

  • @vincenzo2288
    @vincenzo2288 7 місяців тому

    Beautiful tutorial! Is it possible to obtain a normal while remaining within blender?

    • @itspaultodd
      @itspaultodd  7 місяців тому

      Yes you can bake normals within Blender, I haven't used this option for years but there are videos out there showing you how to do it 😁

  • @purplepixeleater
    @purplepixeleater 8 місяців тому

    wait... tbh this is reverse thinking a bit from normal low poly work... in this it wont matter how detailed the mesh itself is (to a degree of course) because we will "bake" that into the normal instead of having a mesh that is full of vertices and their coordinates etc... and especially since we are repacking that into a texture output that we overlay onto a mesh, (like in a game engine) we wont need to pull the data from the mesh vertex data, instead we pull them from the normal map bit depth layers and rgb separation and this also applies the same with any other image data layers we choose to incorporate?

    • @JaxiPaxified
      @JaxiPaxified 5 місяців тому +1

      This has been a common way to obtain detailed models for games in a while now. First you sculpt a high poly object, then make a low poly version, and bake the details to its textures

  • @SumNumber
    @SumNumber 3 місяці тому

    Cool. Black on grey is horrible for seeing the mesh in edit mode so it is a little hard to see what you are doing. Kinda dumb that is default but maybe they did that so people can choose what they want . Horrible for modeling in edit mode and not really that great in object mode. :O)

  • @Vyrulian
    @Vyrulian 6 місяців тому

    This is what I have been looking for for days but you lost me a little on the transition from Blender to Substance Painter. The last clip in Blender showed four tiles in your array. I see the "four tiles" in SP too but then your selection is only the repeatable section.