I also am a Udemy student, and your stuff is by far the best material I have found. Video teaching is just so much more effective than documentation and your stuff all works in providing the details for getting through the rough spots but also educates a person on the technical aspects so real skills are understood not just mimicked.
If I understand correctly, Substance Painter stores the height channel within the Normal map, which can lead to duplication. Consequently, connecting both the height and normal maps might result in an excessively strong effect. I would like to understand the correct method to export maps from Substance Painter. Ideally, the normal map should contain the fine details, and the displacement should be medium to low for optimal texturing. Any idea?
Hey! I was following along with this tutorial and when it got to my height maps in maya, it did not seem to take very well no matter the settings I used. I tried for a long while on a few different parts of the model and textures but it all turned out to look like a huge blob or mess instead of displacement like shown in the video. Any thoughts what I could do to work around this more? Thanks!
sir i have bought your couple of courses on udemy and i have learnt alot of things from them and i am requesting you sir please create a rigging course in which you will cover mechanical rig and advadnced mechanical rig i have done your rigging course but that is simple and i didn't found any complex things i that.
Hi Abraham! First of all, I would like to thank you for the many tutorials you make which have helped me enormously in my various projects! To come to my question, it concerns, as you would have guessed, displacement maps. I use Arnold and when I use the maps exported directly from Zbrush, everything works perfectly (just set the scalar zero value to 0.5) but when I try to use the ones from Substance painter, nothing happens. They explode. I do like in this video. I try to set the scalar to 0; 0.5; -0.5; 1. I also try to play with the "scale" but how do I know what value to set? I often end up deleting the displacement map and just using the bump/normal map. I don't know if my question is clear, but basically, how do I properly use a displacement map that comes from substance in Arnold? Thanks for everything again :) sorry for my english. It is very bad ^^'
Since the normal map wont get any information from the alpha (as it is an rgb map after all) i dont think it would cause any issues, i think i have both turned it on and off in the past without any difference but i will double check and confirm it in the next video were we cover something similar!
How your colors are the same in arnold and substance viewpoort , i use same HDRI in painter and arnold and colors brightness is low and dark on substance one
if you follow the proper connections it should be the same color, usually changing things such as the color spaces is what messes up the elements. Light will be slightly different btw since Substance is Realtime and Arnold is Raytraced
ty for complete explain, looked for this more than 2 days then i found your video, amazing
Glad it helped! ☺
I also am a Udemy student, and your stuff is by far the best material I have found. Video teaching is just so much more effective than documentation and your stuff all works in providing the details for getting through the rough spots but also educates a person on the technical aspects so real skills are understood not just mimicked.
Wow, thank you!
A question I've had EXACTLY over the years! As always bravo and thanks for sharing!
Hope it helps! 🥰
If I understand correctly, Substance Painter stores the height channel within the Normal map, which can lead to duplication. Consequently, connecting both the height and normal maps might result in an excessively strong effect. I would like to understand the correct method to export maps from Substance Painter. Ideally, the normal map should contain the fine details, and the displacement should be medium to low for optimal texturing. Any idea?
Hey! I was following along with this tutorial and when it got to my height maps in maya, it did not seem to take very well no matter the settings I used. I tried for a long while on a few different parts of the model and textures but it all turned out to look like a huge blob or mess instead of displacement like shown in the video. Any thoughts what I could do to work around this more? Thanks!
sir i have bought your couple of courses on udemy and i have learnt alot of things from them and i am requesting you sir please create a rigging course in which you will cover mechanical rig and advadnced mechanical rig i have done your rigging course but that is simple and i didn't found any complex things i that.
I have a problem with height. I try to follow your instructions but my models kinda looks more ugly and im pretty sure im doing something wrong...
Hi Abraham! First of all, I would like to thank you for the many tutorials you make which have helped me enormously in my various projects! To come to my question, it concerns, as you would have guessed, displacement maps. I use Arnold and when I use the maps exported directly from Zbrush, everything works perfectly (just set the scalar zero value to 0.5) but when I try to use the ones from Substance painter, nothing happens. They explode. I do like in this video. I try to set the scalar to 0; 0.5; -0.5; 1. I also try to play with the "scale" but how do I know what value to set? I often end up deleting the displacement map and just using the bump/normal map. I don't know if my question is clear, but basically, how do I properly use a displacement map that comes from substance in Arnold? Thanks for everything again :)
sorry for my english. It is very bad ^^'
please uplod video on how to use substance displacement in maya vray
Thanks
You're welcome! ☺️
Quick question, from the arnold documention I understand that a Normal map should NOT have alpha is luminance checked.
Since the normal map wont get any information from the alpha (as it is an rgb map after all) i dont think it would cause any issues, i think i have both turned it on and off in the past without any difference but i will double check and confirm it in the next video were we cover something similar!
Nice)
Thanks 😋
can you do also for redshift?
absolute _f**n legend
Would you like to make course on shaders hypershaders all type of shader how to connect. How they work...
How your colors are the same in arnold and substance viewpoort , i use same HDRI in painter and arnold and colors brightness is low and dark on substance one
if you follow the proper connections it should be the same color, usually changing things such as the color spaces is what messes up the elements. Light will be slightly different btw since Substance is Realtime and Arnold is Raytraced
ı wish ı could discover your channel much before
It's never too late 😉
Hi what is the functions/purpose of this balls?
the balls are a quick reference to see how light affect surfaces.