Thanks for the info! I just wonder for gloss/specular maps, all I need is adjust the value and make a mask to control where the highlights appear, right? So I don't really need to make awesome maps following trails of wrinkles/folds/pores, etc?
I feel like your y-axis normals(green channel) were inverted until 5:52 . Do we need to use a mask map if we're using volumetric scattering instead of subsurface? I feel like a cavity would help for the tiny details we're applying(the details that don't really get calculated due to low-poly mesh), but anything other than that, we might not need it 🤔
My normal map was fine. I use directX for normal map exports so in marmoset my y channel is flipped because marmoset is OpenGL. And for volumetric scattering i use it for the same reason I use it on the subsurface just to have granular control over the shader. Ya cavity map is purely a way to mask out the lighting info in cavities. I don’t use it for any other reason than that.
hey thanks for this Jared. Liked Subbed and Commented! Also, do you have a way how to get this into Unity or Unreal and make it look like this in those Engines? Thanks!
Hey Jared, I noticed that you do not make a specific specular map for the character. Does it mean specular map is less important for the overall effect?
Hi jared i use aces standard lut in substance painter ...But when i export the textures and put in marmoset for rendering the textures not matching with substance viewport..so is there any option in marmoset do i need to turn on to get the result....
Amazing tutorial as always Jared! appreciate your efforts
Glad you enjoyed it!
I thank Zbrush to introduce you to me via their stream. and really the best video ive ever seen
Again, gold! Thank you!
Instant subscription within the first minute. Gonna be binging all your vids soon.
Thanks for the infos ! such an excellent video :D
🙏🏽
thanks man awesome tutorial
I love it! i am wondering how you did the hair on the nose, and eyebrows??? thanks!
Xgen
Thanks for the info!
I just wonder for gloss/specular maps, all I need is adjust the value and make a mask to control where the highlights appear, right? So I don't really need to make awesome maps following trails of wrinkles/folds/pores, etc?
No i usually don’t over complicate it to much. Keep it simple
Thank you !
6:18 fells kinda personal bro
Amazing tutorial tho!
I feel like your y-axis normals(green channel) were inverted until 5:52 . Do we need to use a mask map if we're using volumetric scattering instead of subsurface? I feel like a cavity would help for the tiny details we're applying(the details that don't really get calculated due to low-poly mesh), but anything other than that, we might not need it 🤔
My normal map was fine. I use directX for normal map exports so in marmoset my y channel is flipped because marmoset is OpenGL. And for volumetric scattering i use it for the same reason I use it on the subsurface just to have granular control over the shader. Ya cavity map is purely a way to mask out the lighting info in cavities. I don’t use it for any other reason than that.
@@jchave7 I see. Thank you for answering my question!
I am missing cavitiy scattering and ao maps, how to add them?
Jared, I've one question. How did you enabled the cavity channel in Substance? Sorry by the dumb question🙃 By the way, amazing tutorial!
Ya no problem. I actually used a user channel and just renamed it cavity. Substance doesn’t have a dedicated channel for it! Hope that helps
@@jchave7 thanks man! It helped me a lot!
hey thanks for this Jared. Liked Subbed and Commented!
Also, do you have a way how to get this into Unity or Unreal and make it look like this in those Engines? Thanks!
I don’t I’m sorry!😞
@@jchave7 ouch. i wish there was as good a tutorial on it.
Thanks
Do you decimate your highpoly and bake the low in substance ?
Yes I decimate, and I bake in marmoset/substance. You can see why in my latest video!
You used the normal albedo for the sss map? I thought we export the black n white sss from substance and plug it into the Scatter map slot
You do, I just have that map packed into my albedos alpha channel.
@@jchave7 Can you please tell how to do it?
Hey Jared, I noticed that you do not make a specific specular map for the character. Does it mean specular map is less important for the overall effect?
Ya, I don’t really find much use in making one. Occasionally I maybe but not alot
@@jchave7 Understood. Thanks for replying!
Hi jared i use aces standard lut in substance painter ...But when i export the textures and put in marmoset for rendering the textures not matching with substance viewport..so is there any option in marmoset do i need to turn on to get the result....
Yea you need to set your camera to aces also
Can we download the old man model and practice with it?
No
4:00
Can I get you special tutorials from udamy or others
i hope you activated your windows. ill remind you again later
hi! i have problems, how do you use the tiling mode in the texture on this part? th-cam.com/video/74IlOXc74hY/w-d-xo.html