BLENDER/SUBSTANCE PAINTER: ALUMINUM CAN

Поділитися
Вставка
  • Опубліковано 14 тра 2024
  • Let's model a low poly aluminum can in Blender and texture it in Substance Painter. We use the Tile Generator to CREATE THE RIDGES using height. We also use the Blur filter to soften the ridges. You can experiment with the Bevel filter instead and compare the effects.
    I mentioned in the video that we can MOVE THE RIDGES but didn't show how to do it. You can add a Transform filter for that. I will probably show you what I mean in the next video so stay tuned for that.
    And of course you can make this more low poly by not using any subdivision modifier.
    #substance3dpainter #blenderaluminumcan #blendertutorial

КОМЕНТАРІ • 13

  • @faryanblender8946
    @faryanblender8946 8 днів тому

    Your page is like a goldmine, you are so good at it!

    • @zerobio
      @zerobio  8 днів тому

      Welcome to the channel, if you haven't been here before and thank you.

  • @caniod
    @caniod 20 днів тому +1

    thank you master

  • @mohsenzare2511
    @mohsenzare2511 19 днів тому

    Very nice video! thanks for good explanation!

    • @zerobio
      @zerobio  18 днів тому

      Thank you and my pleasure

  • @SkemeKOS
    @SkemeKOS 20 днів тому

    Nice! Ive just gotten into the mindset of not adding details to the mesh that can instead be achieved in substance painter. This technique you showed here will help me create the vents for for a model Ive just finished. If only my laptop was good enough to allow me to use SP smoothly. One question in regards to converting the model to .fbx, taking into SP, then back into blender - does it mess with the model in any way? Like can I still make edits in blender like normal?
    Or is this whole process best left until the model is 100% final?

    • @zerobio
      @zerobio  20 днів тому

      Good stuff. Yes you should do all edits to your mesh in Blender and then texture in SP. You can go back to Blender, make some changes and save again as fbx and use the edit configuration menu in SP to reimport the modified fbx but you then have to bake again and possibly adjust some textures and continue. Many details look fine in texture such as bolts or vent blades but many details still look better in geometry so it depends on your final use of the model and the look you want to achieve. Good luck!

    • @SkemeKOS
      @SkemeKOS 20 днів тому

      @@zerobio Gotcha, thanks! And yeah, I think for smaller things like screws and bolts, having them as textures makes sense. The vents on my model are tiny, about an inch wide so this technique you show should work great for them.

  • @lancyboi
    @lancyboi 20 днів тому +1

    why did u uncheck ID and thickness ?

    • @zerobio
      @zerobio  20 днів тому

      They are not needed. I am not using an ID map and don't need any thickness info

    • @lancyboi
      @lancyboi 20 днів тому

      @@zerobio what does the ID do ?? sorry for the questions,i wanna progress further into substance ive always left it ticked

    • @zerobio
      @zerobio  20 днів тому

      @@lancyboi if you assign ID'S in Blender or another modeling package, it is like assigning materials. In SP you can select each ID map easily and apply a texture to that part. I did a video on it a long time ago but forget which one. I tend to just either assign materials in Blender or use masking and polygon fill to apply textures to different parts so there is no need to generate and/or export an ID map and baking is a bit quicker. Same for thickness.