Normal Map Baking: Blender + Substance Painter

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  • เผยแพร่เมื่อ 24 ส.ค. 2024

ความคิดเห็น • 46

  • @virturii2571
    @virturii2571 2 วันที่ผ่านมา +1

    Wonderful tutorial!!

  • @ReverseAltruism
    @ReverseAltruism 2 ปีที่แล้ว +24

    This is the best tutorial, so fast. So my baked maps came out like sh*t because:
    1) My low poly and high poly meshes were not right on top of each other
    2) I did not smooth my low poly before exporting
    3) Max frontal and Max rear distance had to be pushed up a tad bit
    My mesh now looks beautiful.
    Ty so much for the video.

    • @JonnyShields
      @JonnyShields  2 ปีที่แล้ว +3

      Awesome! You're very welcome :)

  • @madmanga64
    @madmanga64 ปีที่แล้ว +5

    This is one of the few tutorials like this, straightforward and accurate, thanks!

  • @christianm6042
    @christianm6042 ปีที่แล้ว +5

    Dude this is one of the most straight to the point tutorials i have found, thankyou so much! i can now move on to learn stylized artstyle with this for games!

    • @JonnyShields
      @JonnyShields  ปีที่แล้ว

      Brilliant, so glad it helped!

  • @beepbeep-m6m
    @beepbeep-m6m 2 ปีที่แล้ว +2

    Need more tutorials like this. So many people just blabber on. Thanks a lot.

    • @JonnyShields
      @JonnyShields  2 ปีที่แล้ว

      Glad this style of tutorial worked for you, cheers!

  • @clumsy_en
    @clumsy_en 2 ปีที่แล้ว +3

    it's recommended to set the playback speed to 0.75x or lower 😉

  • @momoom2915
    @momoom2915 2 หลายเดือนก่อน

    Thank you so much

  • @marco4342
    @marco4342 2 หลายเดือนก่อน

    thank you so mush!!!!!! this help me a lot.

  • @TheOnlyOOKS
    @TheOnlyOOKS ปีที่แล้ว +1

    This video is very helpful. I just started learning Substance Painter today and was able to get some great results. Thank you from Japan!

    • @JonnyShields
      @JonnyShields  ปีที่แล้ว +1

      Glad it helped Oskar. Cheers from Northern Ireland!

  • @hugemonkey38
    @hugemonkey38 3 หลายเดือนก่อน

    thank you so much, best tutorial by far. quick and easy to understand

  • @ilkhomyuldashev97
    @ilkhomyuldashev97 2 ปีที่แล้ว +2

    Nice Tutorial bro.. dont stop making this kind of cool tuts..!

  • @dibritto1298
    @dibritto1298 ปีที่แล้ว +1

    thank you bro, this really help me

  • @omarrrfahmy1
    @omarrrfahmy1 2 ปีที่แล้ว +1

    thats helps alot thank you bud!

  • @n0ni22
    @n0ni22 ปีที่แล้ว

    underrated, thanks

  • @kappy_lgr
    @kappy_lgr ปีที่แล้ว

    Thanks a lot, great tut

  • @inedia8871
    @inedia8871 ปีที่แล้ว

    thank you a lot for that! Helped me a lot!

  • @GeorgeKarala
    @GeorgeKarala 2 ปีที่แล้ว +1

    Finally good tutorial

    • @JonnyShields
      @JonnyShields  2 ปีที่แล้ว

      Thanks for the feedback :)

  • @stefana.jansson32
    @stefana.jansson32 4 หลายเดือนก่อน

    hey. a question. why am i getting clear UV seams in the curvature generator?

  • @Rictue
    @Rictue 2 ปีที่แล้ว

    bro you are a god ty so much

  • @anissar7301
    @anissar7301 ปีที่แล้ว +1

    thank you so much for this video. I may sound stupid with this question but I hope you can answer it. can we compair normal maps. like which normal maps or displacement maps give more details is it the one zbrush generates or Blender generates or are they the same or it depends on the details of the 3D sculpt

    • @JonnyShields
      @JonnyShields  ปีที่แล้ว

      That's a reasonable question. Zbrush is generally better at handling very high definition meshes (with a high level of detail). It's often the software of choice for AAA games sculpting. I use Blender because it's free, efficient in creating indie game assets, students can easily download it from home, it's lightweight with a small download size and runs well on laptops, and it has decent poly modelling tools. Blender's sculpting is getting better, but will likely never be as powerful as Zbrush for generating normal maps from a high definition sculpt. Having said that, I prefer using Substance Painter for normal map baking and would use it to bake Zbrush models too.

    • @anissar7301
      @anissar7301 ปีที่แล้ว +1

      @@JonnyShields Thank you so mcuh for clarify this to me. I really appreciate your help.

    • @JonnyShields
      @JonnyShields  ปีที่แล้ว

      @@anissar7301 No problem!

  • @jennarosebernardo9359
    @jennarosebernardo9359 ปีที่แล้ว

    My edges are applied all over even when I use the generator and idk why is my UV is not seamless. Can you tell me what I did wrong?

  • @davidstedmond7705
    @davidstedmond7705 ปีที่แล้ว

    I don’t want to apply the subdivision surface and bevel modifier in my blender project so that I can keep a low poly count. Can I instead tick the box to apply the modifiers on export to substance painter then do the texturing in substance painter and import those textures back into blender and add them to the models with the modifiers? Would that work or would it cause issues or do I need to apply the modifiers before exporting or instead add high poly texture to low poly mesh as shown in your video.

  • @Ammeeeiizing
    @Ammeeeiizing 2 ปีที่แล้ว +3

    Ooooh so you don't have to uv unwrap on high poly? :o :o mind. Blown

  • @torytar5435
    @torytar5435 ปีที่แล้ว

    What if i want to bake a sword per example? in which the blade and the handle are separate objects.. do i just join them? or..?

    • @TheOnlyOOKS
      @TheOnlyOOKS ปีที่แล้ว +1

      You don't have to join them necessarily. For example I just made a pirate ship wheel today and I kept the spokes, inner part, main wheel, and base as separate objects but I exported them together as a FBX to be brought into Substance Painter. If you make sure they can all use the same UV space without overlapping it's all good. If you stack UVs just make sure that you move each stack into its own UV space.

    • @bakiyagzdindar7334
      @bakiyagzdindar7334 ปีที่แล้ว

      @@TheOnlyOOKS bro how do i put all my UV's in the same space?

  • @Brettski
    @Brettski 2 ปีที่แล้ว

    I did all steps in this video but my normal map is still appearing blank?

    • @Brettski
      @Brettski 2 ปีที่แล้ว +2

      Nevermind, my normals were flipped wrong.

    • @JonnyShields
      @JonnyShields  2 ปีที่แล้ว

      @@Brettski Glad you got it sorted!

  • @erazjel3771
    @erazjel3771 14 วันที่ผ่านมา

    nice, but can you talk just a little bit slower? ;)

  • @edwearddemylae2279
    @edwearddemylae2279 ปีที่แล้ว

    Gently, gently... Talking to you much too quickly... it's incomprehensible... especially when English is not the native language...

  • @alinarangi7826
    @alinarangi7826 ปีที่แล้ว

    Hi thanks for your tutorial, recently I finished my first 3d model, unwraped, sculpt and the issue is baking normal this is part of mesh I want to know why the seams appear in sculpted places, im trying lots of methods, if you take a look at my mesh very appreciate it
    drive.google.com/file/d/1hj9iWgLCP-JQ-pjv22TPxEa7Xg8pYPP8/view?usp=drivesdk