More of a substance and zbrush texture tutorial then a craft a building/environment like a pro video. Looking at the building i expected a mixture of Trim and tiling textures, plus possible atlas alphas with unique edge painting, but I guess that can't fit in a short form video, or you're saving it?
I appreciate that part with the Vertex Painting in Unreal! That is really lit! Why isnt' he using Substance Designer at this point? He obviously has Painter ... so... also title is kinda misleading :D? He showed us how to create Textures with a Zbrush -> Painter Workflow not how to create stylized buildings (like a pro)
I clicked thiis video to give this channel another chance, but i learned much more from other sources then these youtube videos. it's too short. i guess they would charge money for a REAL explanation of "How to ACTUALY Build Stylized Buildings (like a Pro)" because that would afford more steps and such = more time.
Substance Designer has an opportunity cost. Doing things in zbrush and then baking it down means you're still essentially practicing art. When you're working in Substance Designer it's more about working with mathematics. Whenever I spend a day in substance designer I'm always thinking about that opportunity cost. Especially if you're skipping around. Are you really getting good at substance designer? You can be if that's all you do.
@@Croffee There is a good flipped normals video on building modular buildings from a guy who worked on the division that I recommend. They've got an older modular buildings video that's really good though. But, probably none of them are as good as the guy on flipped normals. That guy isn't huge on optimization, but still, I think you can learn a lot from it.
I just cant find how the cleaning process for a modular environment works. I know after building it there is some steps to optimize it and remove overlapping faces, clean the uvs, and so on. But no one talks about it or shows how its done
not really sure where you heard this, but generally speaking there is no cleanup. Mesh usually isnt a big issue since most modular environments are just a bunch of cubes and uvs are super basic, often just tiling or trims. If the question is how to go from highpoly to modular pieces, then baked textures is usually the answer
@mime030 no no, I was asking about that. On another video someone else asked the same question and the person who made the environment answer that there was some clean up after building an environment with modular parts.
All these channels have an issue where there is a pretty finite amount of things that they can explain. So, they've already done it. Or, they've already done it to the extent that a layman can understand it. The other thing to remember is that these people are essentially junior 3d artists, that are explaining things as they learn it. Stylized Station is just particularly good at marketing. That being said, even the flipped normals guys who are probably senior level artists run out of stuff to talk about, unfortunately. But they're kind of boxed in because I think they do more cinematic works.
@@davidrewerts9311 I think you're right. I just recently watched a video of a guy optimizing Super Mario 64 so much he could even afford to add nose physics to Mario. It made me realize how little I actually know
@@NormIy for modelling? Nah, Even Blender is better than Maya (at modelling, Maya is king for animation) :D 3ds Max is the king when it comes to hard surface modelling, . And I was just kidding, Blender is ok, I just can't stand it
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The code doesn't work
@@2011manbeast Should be working now :()
@@StylizedStation Sold!
@@StylizedStation How long does it take for the course to unlock? I just bought it but it keeps telling me I have to enroll
You should have instant access. Email us at stylizedstation@gmail.com if you have issues and we'll help you :)
More of a substance and zbrush texture tutorial then a craft a building/environment like a pro video. Looking at the building i expected a mixture of Trim and tiling textures, plus possible atlas alphas with unique edge painting, but I guess that can't fit in a short form video, or you're saving it?
13:44 Painting Vertex in modeling mode will paint (affect same) each mesh you have
I appreciate that part with the Vertex Painting in Unreal! That is really lit! Why isnt' he using Substance Designer at this point? He obviously has Painter ... so... also title is kinda misleading :D? He showed us how to create Textures with a Zbrush -> Painter Workflow not how to create stylized buildings (like a pro)
Yeah, I didn't see any building just painting, did I miss something? I was hoping for some modular building tips
I clicked thiis video to give this channel another chance, but i learned much more from other sources then these youtube videos. it's too short. i guess they would charge money for a REAL explanation of "How to ACTUALY Build Stylized Buildings (like a Pro)" because that would afford more steps and such = more time.
Substance Designer has an opportunity cost. Doing things in zbrush and then baking it down means you're still essentially practicing art. When you're working in Substance Designer it's more about working with mathematics.
Whenever I spend a day in substance designer I'm always thinking about that opportunity cost. Especially if you're skipping around. Are you really getting good at substance designer? You can be if that's all you do.
@@Croffee There is a good flipped normals video on building modular buildings from a guy who worked on the division that I recommend.
They've got an older modular buildings video that's really good though. But, probably none of them are as good as the guy on flipped normals. That guy isn't huge on optimization, but still, I think you can learn a lot from it.
another banger
I just cant find how the cleaning process for a modular environment works.
I know after building it there is some steps to optimize it and remove overlapping faces, clean the uvs, and so on.
But no one talks about it or shows how its done
not really sure where you heard this, but generally speaking there is no cleanup. Mesh usually isnt a big issue since most modular environments are just a bunch of cubes and uvs are super basic, often just tiling or trims. If the question is how to go from highpoly to modular pieces, then baked textures is usually the answer
@mime030 no no, I was asking about that.
On another video someone else asked the same question and the person who made the environment answer that there was some clean up after building an environment with modular parts.
@@IrrelevantArt Would you mind linking that video? Just to see what it's about.
Very cool, but I can't understand some parts! It will be amazing if he can share more details.
What happened to the old style of videos where certain game mechanics were explained. (e.g. Level of Detail and stuff)
All these channels have an issue where there is a pretty finite amount of things that they can explain. So, they've already done it. Or, they've already done it to the extent that a layman can understand it.
The other thing to remember is that these people are essentially junior 3d artists, that are explaining things as they learn it. Stylized Station is just particularly good at marketing.
That being said, even the flipped normals guys who are probably senior level artists run out of stuff to talk about, unfortunately. But they're kind of boxed in because I think they do more cinematic works.
@@davidrewerts9311 I think you're right.
I just recently watched a video of a guy optimizing Super Mario 64 so much he could even afford to add nose physics to Mario. It made me realize how little I actually know
3:46 cant see the context menus as the screen recording is only recording the main workspace window
I thought IRL 😂
Just saw it's just 1 min ago
First
actual
Bro using Blender 🤢
Program doesnt matter only skill issue
Ok and?
@@NormIy 3ds Max
@@NormIy for modelling? Nah, Even Blender is better than Maya (at modelling, Maya is king for animation) :D
3ds Max is the king when it comes to hard surface modelling, .
And I was just kidding, Blender is ok, I just can't stand it
would really like to see what you've made in another program which is better than any work people have done in blender for years
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