can you please show exactly visually what the submissions should be? I don't understand real time render. Also what the map should be. An image of the base color map? So an image of my textured UVs, like the 2D view in SubstancePainter? thanks for the infos. you do a creat job and helped me a lot.
He says you can just use the base color map if you're using multiple mesh maps. So yes, pretty much the 2D view in substance, but you can submit the exported map I'm sure.
14:40 Sir instead of the colour selection mask we use a polygon selection tool What is the difference between this and that please clear my doubt { learned more an inspired I like your teaching }
Should i select a separate lambert material for high poly as well as for low loly in maya. If i want to add separates texture in painter? For example if i want to add gold material on some places of the model and wood on other parts. please help me. Thank you.
Can we do the id map with polypaint in zbrush and bake it ? Like paint the zone and export it as a texture and it will be read as an id ? I dont know if you understand what i am saying
You can in Marmoset Toolbag, its called "Vertex Color", you can then plug it as id map into substance. If substance can bake vertex color, then you can bake it there.
Could you notice at 12:11 how faceted your curvature map is. It seems it has a new algorithm that can't read smoothing groups. How do you deal with it?
A shader is a group of parameters that describe how a material should look. This includes things as it's color, the reflectivity of it's surface, if it glows or of it's a metal, etc etc.
you are the best teacher in 3d
Thank you so much! 🫶
Thank you so much for explaining it so clearly. First time using substance painter for me and this made it so easy!
Glad it helped!
thank you!! and i did in fact watch the video till the end
Hope you liked it! ☺️
That is exactly what i was looking for, thank you for your time, I also would love to see something about uv tricks or about uv in general ))) Like 👍
My pleasure!
In your thumbnail, you have ID pass listed as curvature?
noticed that too!😁😁
Thank you for this video, now i understand the baking process in substance much better, love u work!
Happy to help! ☺️
straight to the point. concise information. keep it up
Glad you liked it! ☺
this video saved my life 🫠🫠🥹😭
Happy to help 💯🫶
Excited to see a 3DCoat tutorial coming out!
Yay! 🤙😁
brooo thanks you so much very interesting tutorial !
You're welcome!
DO you have any courses on Substance Painter directly from this guy on video? He is amazing!
I always watch until the end btw 😁
Thank you!! :)
can you please show exactly visually what the submissions should be? I don't understand real time render. Also what the map should be. An image of the base color map? So an image of my textured UVs, like the 2D view in SubstancePainter?
thanks for the infos. you do a creat job and helped me a lot.
He says you can just use the base color map if you're using multiple mesh maps. So yes, pretty much the 2D view in substance, but you can submit the exported map I'm sure.
14:40 Sir instead of the colour selection mask we use a polygon selection tool What is the difference between this and that please clear my doubt { learned more an inspired I like your teaching }
great stuff but your video overlap the option time 11:03
Thank you so much !!
You're welcome!
super cool!!!
Glad you liked it! 💯
Should i select a separate lambert material for high poly as well as for low loly in maya. If i want to add separates texture in painter?
For example if i want to add gold material on some places of the model and wood on other parts.
please help me. Thank you.
THANK YOU SO MUCH
You're welcome!
tnx sir
can u give a session on uv unwrap
Where do you find project folder in substance painter22
sorry , i guess the thumbnail has problem , curvature or ID ?
my bad! should be ID
Can we do the id map with polypaint in zbrush and bake it ? Like paint the zone and export it as a texture and it will be read as an id ? I dont know if you understand what i am saying
You can in Marmoset Toolbag, its called "Vertex Color", you can then plug it as id map into substance. If substance can bake vertex color, then you can bake it there.
Please create AAA gun creation for games course.
hi, can I insert a fragment from your video into mine ?
how can we export that in maya?
Будь здоров Абрахам😅
Thank you!
Could you notice at 12:11 how faceted your curvature map is. It seems it has a new algorithm that can't read smoothing groups. How do you deal with it?
Can anyone help me with what shaders are
A shader is a group of parameters that describe how a material should look. This includes things as it's color, the reflectivity of it's surface, if it glows or of it's a metal, etc etc.
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