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Casper Wermuth
เข้าร่วมเมื่อ 23 ส.ค. 2013
Casper Wermuth - Fields
I wanted to make a simple scene. Just a field of grass or wheat or something. Then just plop in a sphere, because I like round things.
www.artstation.com/wermuth
www.artstation.com/wermuth
มุมมอง: 1 890
วีดีโอ
Easy cliffs in Substance Designer! (non-uniform directional warp)
มุมมอง 98K4 ปีที่แล้ว
www.artstation.com/wermuth A quick and easy way to get some interesting base shapes for cliffs in Substance Designer. 30% off right now! gumroad.com/l/bqPMS/Becomingstronger
AAA Rocks for Games - RGB Masked Workflow Tutorial
มุมมอง 27K4 ปีที่แล้ว
www.artstation.com/wermuth/store Gumroad gumroad.com/l/bqPMS Artstation artstn.co/m/BqV6 Cubebrush cbr.sh/m94mlr In this tutorial, we will go through the entire process of making cliffs for AAA games, using an RGB masked workflow, which gives us the desired texel density at any asset scale. We start with highpoly sculpting in Zbrush, and end in Unreal, with masks from Substance Painter, and tex...
ZBrush Tutorial: Arraymesh for tiling sculpts
มุมมอง 69K5 ปีที่แล้ว
Free mini-tutorial on how to make a tiling setup in Zbrush using Arraymesh. Also includes timelapse.
Hey Casper, are you allright havent seen any activity from you in a while now?!
@@ComeLordJesus Thanks for asking! Yes, I'm good. Between becoming an Art Director and becoming a father, I have simply been busy. Anything specific you are hoping to see in the future?
@@casperwermuth Nothing special only that you made tutorials short and packed with usefull info, don;t see many of these these days... Congratulations for becoming a father! Good luck as an art director, keep us in the loop with your projects!
Tnx, Bro! Very cool base for random rocks and adjustment/enrichment! 🖖
How would I go about just sculpting on the arrayed plane? When I use the smooth brush there is a weird seam that pops up. Thank you for an awesome tutorial! Im trying to sculpt a basic stone texture no bricks or seams.
@@ws6nick it's the same technique. You have the basic plane, that you never touch. Then you have the subtool that you sculpt on. In this case that subtool is bricks. In your case, it's just another plane, but bigger than the "frame" plane that defines the tiling
@@casperwermuth ha, I tried everything except that. Thank you so much!
Hello Casper, great tuto ! Do you bake with disp and normal or just the disp ? Thanks
@@hiniyanis1236 depends on the use case. For actual ingame assets I just use Normal, but I almost always bake out a displacement/height map purely for texturing.
amazing, would the same shader technique work in unity?
@@DaRealGoosebumps Yes, the general approach will work in any engine. We've also used it at Ubisoft in their internal engine. Nodes and names change, but the principle remains, and you can apply that in any engine, and with any kind of asset. (Spaceships, cliffs, etc)
winning in life :)
Thank you so much. Hmm, but how do you create the tileable texture map? Once you have this setup, and let's say you want to have a 2048x2048 tileable texture map, depth map and normal map, how can you export those?
You just export these 2. The simple plane is the one you bake to. The array mesh has to be combined, or made real, which is at the bottom of the array mesh menu.
@@casperwermuth thank you so much. I got it. I am wondering if someone ever did a tiling geometry? Instead of just the texture, a low-poly geo that can be tiled. I guess we just have to cut or slice the final geo with the plane. But not sure what option would be best suited to make that tileable cut or slice pixel perfect.
@@HammerBanger That has definitely been done before :) You can do the exact same approach and just .. not bake it. Create a lowpoly of it, instead of baking the highpoly to a plane. That's just one of several ways to do it.
@@casperwermuth yes, sure. The only tricky part is the seamless tiling. I have seen plenty of tutorials showing the way to bake it on a tiling plane. But never seen a tutorial to create a tillable mesh that is literally pixel perfect and using Zbrush.
Hi @casperwermuth - your tutorial is a fantastic resource for the 3D community, and we've added it to a playlist on our channel so others can learn from you. Keep up the great work!
Thanks, I'm glad it's appreciated!
Amazing tutorial, thanks!
First step: sculpt a AAA rock
And the final work is not at the end... Great!
It's a tip for a workflow. Use it or don't. It's not a full tutorial for a finished project.
at the beginning you already have some nodes on the scene. I think my scene starts different
I believe I'm using Dete's free setup. (Daniel Thiger).
Great tutorial. At 2:56 you hide 3/4 of your original plane for the array mesh, im confused as to how/why you do this? thanks :)
I've hotkeyed the Array Mesh toggle, so I can toggle it on and off with a button. When sculpting, the mesh can eventually become slow, but you still want to check the tiling. Toggling comes in handy there. Why I do it for this plane right here, is probably just habit. There's no objective reason for it :) same as I usually save every minute or so out of habit
this program seems complex at first but once you get the gist of it, it is stupid af. like literally "yeah i need a cliff, something pointy" and you start with something pointy and you will eventually get what you want lol. great stuff.
thanks for the lesson, it helped a lot
How many polys are the finishes assets usually? I know of a few games that have about the same amount of detail in their rocks, but their assets are around 3-6k polygons. I'm wondering how to make those assets.
The workflow is exactly the same. When decimating the low poly, choose your target tri count. That's all.
3:19
Beginner here, I am still missing out on how to export or render this into a texture. Are there tutorials you recommend for rendering out normal maps? Also should I invest in substance painter or can I stick with zBrush and Blender?
very nice. amazing concept. btw what softwares u used ???
how do I move the light around? like at 5:31
4:11 What's with the huge smudge in the middle of the screen? It stays that way until the end of the video.
That's new. Seems to be a TH-cam error. Unfortunately, TH-cam doesn't allow re-uploads, but you can download the original for free here: casperwermuth.gumroad.com/l/easycliffs
nodes are too small, i see nothing
Hi! How can I export array mesh?When I try to do that it exports just one tile of all array mesh.
Under the Array settings, Make Mesh.
Hey, very cool video. I have stripe artefacts when I push the non uniform directional warp to values like 60. Do you have a trick to get rid of it? It's quite obvious when I use a AO node or normal with that
Great tutorial/ demonstration
I got nowhere to what you were making but as a first time in Designer, that's okay lol
I hope it inspires you to do more, and didnt feel frustrating. This wasn't intended for first timers :)
Just picked up designer over the holidays so having as much tutorials explaining things helps me right now while still learning this program
Definitely a great tutorial
When is it better to use this method in the game industry vs substance designer? Does it matter?
Doesn't matter. You get a texture in the end. Designer and Zbrush each have pros and cons, but one is not strictly better than the other. Use what you feel most comfortable with. Some textures I can create much faster in designer, and other textures i create much faster in zbrush.
I dont get it. Some tutorials say just use 'wrap' for brush, there is no mention of arraymesh, what's the point of arraymesh?
Yeah, you can also use wrap. It's just much more performance intensive, so you can't work on as complex/heavy meshes as otherwise. There's also brushes that don't use wrap, if i remember correctly. Imo, array is strictly better, in every way. However, you should use exactly what you feel best with, and it might be something very different than my workflows.
th-cam.com/video/0LvYY99eFZY/w-d-xo.html
Just want to say that I forget about this trick once in a while, find it here and then use it immediately! Great stuff :D
Do you have any tutorials focused only on rock sculpting?
This tutorial focuses on sculpting, but also includes the mask, texturing and shader setup, for the fully finished result. Do you mean, if there is a tutorial that has only sculpting, but nothing else?
@@casperwermuth I am a beginner in rock sculpting but I am intermediate in Zbrush overall. So I was wondering if you have any rock sculpting tutorial starting from basics.
@@rayunited2010foryou No, this is the only one I have for this. You should be fine, though. Rocks, except for some basic zbrush knowledge, is mostly about designing interesting shapes. There isn't much magic to it. Give it a try!
@@casperwermuth Thanks a lot for your assurance. I can peacefully work on this now. Very excited to check out this unique workflow.
@@rayunited2010foryou looking forward to see what you do with it!
There's an issue with this method, it doesn't seem to tile perfectly without seams when you bake it on the LP. In fact your thumbnail picture doesn't tile perfectly either. I followed this tutorial all the way through and realized it isn't tiling perfectly in unreal engine. I tried to find a solution but i think its the borders blocks that need to be perfectly mirrored. So would arraymesh still work in that case?
What do you mean that the thumbnail doesn't tile perfectly? I've used this for several years in production, and it tiles. Am I misunderstanding you?
@@casperwermuth Is there anywhere I can send you images? It's easier to show it.
@@theenviornmentartist2475 Yes, my email is on my artstation. www.artstation.com/wermuth/profile
this is what I noticed too. On this workflow for example, if you draw on the middle of the 4 tiles, it only affects the original tile you made. It won't draw continuously to the other tiles. You can only work on the first original tile you made.
Okay. I just figured it out how to make this array workflow better. Just go to Brush > Curve> then set the Wrap Mode to 1. Then you can just seamlessly sculpt on the other planes. Thank me later :)
I wonder why people keep using a template which uses outputs as channels vs. the base material node which basically does the exact same thing but with much less clutter. Not to mention that it's much easier to set up the outputs you want to use yourself vs. getting 12 stacked nodes where most don't do a thing.
I absolutely love this 'Non-Uni Dir Warp'! I can see how it can be used for creating cliffs, bark, or anything else that needs a chiseled streaking look. It' does what would take many nodes into one. Thanks!
Thank you so much! it was super helpful!
Glad you appreciate it, Ev!
Wonderful tutorial! Thanks so much for sharing your knowledge!!
Glad you appreciate it, Paul!
If you're having trouble with the 3D view looking different than the demo, within the 3D view: Scene > Plane (high res). and: Materials > Default > Edit, find height and turn the tessellation factor slider up all the way and set height level to 8. The normal map intensity is set to 25, the first blend is set to 0 opacity on copy, the node plugged in after blend before ao is Ambient Occlusion (HBAO).
Thanks, Robin!
Robin, you are a life saver
is there a reason for these settings specifically? like is this industry standard
THANK YOU
Great tutorial! thanks!
Wow! Thanks a lot. That was a superb tutorial from a pro.
WOW THANK YOU!!!
Hey thanks for the little tutorial. Just wondering about your initial setup. I guess your normal map intensity was quite high right? And is that an Ambient Occlusion (HBAO) node going into your AO? How was that configured?
It's either using, or based off of Daniel Thiger's free Setup. Go get it here: dete.gumroad.com/l/deteBaseSetup
@@casperwermuth Awesome thanks a lot!
Awesome! Thanks for this.
Thank you for tutorial and wonderful golden advices!!
Thanks for the tutorial Casper! Got one question tho not related to the actual sculpting. I wondered how did you make this smart material from your video thumbnail? Is it possible to purchase it from somewhere like Gumroad if you have one?
Hey Assassin! Yes, it's part of a package on Gumroad here (casperwermuth.gumroad.com/l/eyJi ). Since they are all made with native Painter tools, it's also a good way to see how they are made, so you can apply this knowledge to your own materials.
@@casperwermuth Just purchased the pack and I love it! Thank you for sharing it with us, have a nice day!
@@assasssin5328 Glad you like it! Thank you!
thanks for sharing such useful node :)
it's suer cool Casper, appreciate it. But what I didn't get. How can you make it tileable?
Thanks, Fatty! It is. You just bake the sculpt to the low poly plane, and you are done.
шайтан
This was awsome.