I never knew how to draw. I could never learn how to paint. So I started doing 3D modeling instead. Little did I know, I can't just use procedural materials for everything. Thanks for the tutorial. For what it's worth, at least I still don't have to draw perspective, so that's cool.
Beginner here: 1. Why not make manual painting in Substance Painter? (but in 3D Coat) 2. I saw dozens of texturing guides - this one is the best considering step by step explanation and how good is the achieved result. MAKE MORE OF GUIDES LIKE THIS - even if they are very similar in the covered topic - people will watch it!
Painting in painter is not as intuitive as in 3D coat. If you come from a digital painting background, 3D coat is a lot more familiar and easier to use. Painter is better if you work procedurally from baked maps
Substance painter is really poorly suited for hand painting. The color picker is awkward, you cant load a palette image... The list goes on. 3DCoat was partially designed for it, and it's used by Blizzard & Riot employees. (literally)
This is great, thank you! I'm guessing a lot of the details comes from the normal map - did you do a sculpt before this? I'd love to know the full process.
I wouldn't recommend baking. That can all be done with Substance generators / filters. Determining that data in bakes is quite costly and time consuming in production. Mesh baking should be minimized as much as possible in the production process
@@BradfordSmith3D not baking is fine lol ... What are you talking about ?? You get your high poly bake and get a normal map ... If you just want a diffuse map you just use the green channel on the normal map and overlay that with your diffuse to make it looked like baked lighting shadows ..
Nice video. Though I didn't quite get the 3DCoat part. What makes it so important for the pipeline? To me, it looked like you just used color picking all the way through during the pattern stage. What do I miss here? Thank you.
3d coat is appreciated for handpainting because it handles layers blending just like photoshop. But substance painter can acheive the same results too.
@@yugi9710 Yeah. It seems like the only reason to use 3DCoat is seamless external editing with Photoshop, which is extremely useful for gradients. It is strange that Substance Painter doesn't offer this feature, both being Adobe products, but it is what it is...
Nice tutorial, I have a question I used 3DCoat in my workflow a lot as well - Why not paint the soft gradients in 3DCoat's 3D view itself instead of opening it in Photoshop? There's the option of selecting and gradient very similarly in 3DCoat as well.
nice video dude, thank you for showing your work pipeline, it's so inspiring and make me want to try ASAP, but quick question, If I apply as a concept/2D artist at game studio will I also do texturing or that's 3D artist job? I'm sorry if it kinda OOT but I'm really appreciate it if you can give me the answer
Hey, it depends only on studio. In most cases studios would like such flexibility if you can texture 3D Models as well. Yes, you can be a Texture Artist in this case.
thanks dude, this is input that I really need right now because it's really hard to find information about what studio actually want us to have since everyone always said different thing so I really appreciate it.
thanks for the tutorial it's really helpful! I have a question, for the painting of the texture do I need to do it in 3D Coat or can I just do it in 3D substance painter because I do not have 3D Coat?
I love the artistic principles and methodology you present. These should always be the driving forces behind any artistic workflow. One thing I would be cautious of however, is how the hand painting in 3D Coat after performing the Painter workflow steps negates any of the previous workflow benefits. Most of that process could be done in Painter procedurally and much faster. Professional production environments work this way. If an Art Director needs you change the broad colors or added forms, you'd have to re-hand paint a significant amount of the asset. This amount of hand painting would not scale professionally.
@@Dianruakrhakakks What? Do you think all professionals know how to do exactly everything? Or maybe they’re trying to learn a new style for a different game? It’s literally in the title “texture like riot games” who are professionals who use professional software.
I never knew how to draw. I could never learn how to paint. So I started doing 3D modeling instead. Little did I know, I can't just use procedural materials for everything. Thanks for the tutorial.
For what it's worth, at least I still don't have to draw perspective, so that's cool.
Beginner here:
1. Why not make manual painting in Substance Painter? (but in 3D Coat)
2. I saw dozens of texturing guides - this one is the best considering step by step explanation and how good is the achieved result.
MAKE MORE OF GUIDES LIKE THIS - even if they are very similar in the covered topic - people will watch it!
i want to know too
Painting in painter is not as intuitive as in 3D coat. If you come from a digital painting background, 3D coat is a lot more familiar and easier to use. Painter is better if you work procedurally from baked maps
Substance painter is really poorly suited for hand painting. The color picker is awkward, you cant load a palette image... The list goes on.
3DCoat was partially designed for it, and it's used by Blizzard & Riot employees. (literally)
@@Pandan3D Wow. So interesting. Thank you very much for the answer!!!
Riot uses 3D Coat. That should be reason enough.
now this is exactly what i needed, looking forward to seeing more tutorials from you!
One of the best tutorials i've ever watched.
Make more tutorials more like these one pleaseeee! SO GOOD! we love hand painted textures!
не жалуйтесь на акцнт, мне из-за его акцента всё понятно, что он говорит, спасибо!)
жиза
This is honestly incredible. Thank you for the tutorial!
This is great, thank you!
I'm guessing a lot of the details comes from the normal map - did you do a sculpt before this? I'd love to know the full process.
You can sculpt and bake into diffuse as well as an alternative work method. Pretty sure that's what example Blizzard does.
I wouldn't recommend baking. That can all be done with Substance generators / filters. Determining that data in bakes is quite costly and time consuming in production. Mesh baking should be minimized as much as possible in the production process
@@BradfordSmith3D not baking is fine lol ... What are you talking about ?? You get your high poly bake and get a normal map ... If you just want a diffuse map you just use the green channel on the normal map and overlay that with your diffuse to make it looked like baked lighting shadows ..
thank you so much for showing your process! It's going to help me a lot!
Hey, this is really helpful but can you show it without using simple diffuse ?
You definitely can, but it won't be as easy as click and drag. You' would need to create all the gradients yourself, along with the curvature, AO, etc
He selling it :))
i recommend the material , its super cool, thanx
I want more hand painting tutorials!
Need this for blender
Your tutorial is TOP AAA+!! Thank you for sharing.
Amazing work
Great tutorial! I'm thinking about learning hand painting textures, but I don't have any experience with drawing, where should I start?
Awesome as always!👏
Thank you for sharing!
Beautiful tutorial as always!
very cool
Thank you so much ! I'm so enjoying your tutorial!
Can you do a 3D coat tutorial? 🙏
Great tutorial, thank you
Nice video. Though I didn't quite get the 3DCoat part. What makes it so important for the pipeline? To me, it looked like you just used color picking all the way through during the pattern stage. What do I miss here? Thank you.
3d coat is appreciated for handpainting because it handles layers blending just like photoshop. But substance painter can acheive the same results too.
@@yugi9710 Yeah. It seems like the only reason to use 3DCoat is seamless external editing with Photoshop, which is extremely useful for gradients. It is strange that Substance Painter doesn't offer this feature, both being Adobe products, but it is what it is...
thank you for this! I'm thinking about jumping from only 2D to 3D so yeah!
Nice tutorial, I have a question I used 3DCoat in my workflow a lot as well - Why not paint the soft gradients in 3DCoat's 3D view itself instead of opening it in Photoshop? There's the option of selecting and gradient very similarly in 3DCoat as well.
What about forgotten radiance on support from the wall?
Pls help, I can't drag the plugin to the layer
nice video dude, thank you for showing your work pipeline, it's so inspiring and make me want to try ASAP, but quick question, If I apply as a concept/2D artist at game studio will I also do texturing or that's 3D artist job? I'm sorry if it kinda OOT but I'm really appreciate it if you can give me the answer
Hey, it depends only on studio. In most cases studios would like such flexibility if you can texture 3D Models as well.
Yes, you can be a Texture Artist in this case.
thanks dude, this is input that I really need right now because it's really hard to find information about what studio actually want us to have since everyone always said different thing so I really appreciate it.
Great tutorial, thanks! Would Photoshop be equivalent to 3D coat?
Yes, but some useful tools like gradients, projection won’t be available
thanks for the tutorial it's really helpful! I have a question, for the painting of the texture do I need to do it in 3D Coat or can I just do it in 3D substance painter because I do not have 3D Coat?
Yeah you can do it in Substance Painter, I don’t know why he said it can be done only in 3D Coat.
@@MK_2023.it’s just a lot better in 3D Coat but yeah it’s not necessary to do it in 3D coat
thank you :>
İts so wonderful bro but is so expensive for me because im form fucking turkey i just can watch your art :(
pirate it
kendi sitesinden 45 liraya yıllık Textura2024 lisansı ve 220 liraya aylık 3dcoat 2024 alabiliyorsun.(üni öğrencisiysen)
Наш слоняра
Does the SimpleDiffuse plugin work with Substance Painter 2020?
Yes
I love the artistic principles and methodology you present. These should always be the driving forces behind any artistic workflow. One thing I would be cautious of however, is how the hand painting in 3D Coat after performing the Painter workflow steps negates any of the previous workflow benefits. Most of that process could be done in Painter procedurally and much faster. Professional production environments work this way. If an Art Director needs you change the broad colors or added forms, you'd have to re-hand paint a significant amount of the asset. This amount of hand painting would not scale professionally.
Subbed!
Как же он пытается)
"Step 1. Spend 149.99$"
Honestly it’s pretty cheap if you do this professionally.
@@hikari4415it's a freakin tutorial so it's assumed no one watching is a professional
@@Dianruakrhakakks What? Do you think all professionals know how to do exactly everything? Or maybe they’re trying to learn a new style for a different game? It’s literally in the title “texture like riot games” who are professionals who use professional software.
Hack it and get it for free
You could js pirate it
Выучи акцент умоляю
видно же русский)
Спасибо большое, но акцент конечно пздц)))))
А теперь давай на нормальном
А по русский можно ? 😂 Я слышу ты можешь 😅
🙅♂️
Акцент как у зеленского! )))
Why are modern artists so afraid of contrast?
This is a background prop, you don't want high contrast on it because it will draw away attention from the characters/interactive objects.