Grenade Tutorial - Part 2 - Baking & PBR Texturing - Substance Painter

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  • เผยแพร่เมื่อ 26 ต.ค. 2024

ความคิดเห็น • 369

  • @ChamferZone
    @ChamferZone  3 ปีที่แล้ว +1

    Hello guys, sorry it's been quite a while since I made this tutorial and I was just informed by someone that the google drive link was no longer working. I updated it in the description. If you have any trouble let me know on the ChamferZone Discord which you can also find as a link in the description. Cheers, Tim

  • @TheBorjka
    @TheBorjka 9 ปีที่แล้ว +40

    Dude, you are brilliant.

  • @ChamferZone
    @ChamferZone  8 ปีที่แล้ว +37

    Hey everyone, important note for those who follow this tutorial with Substance Painter 2.x. Some of the generators and materials used here in the tutorial have been removed by Allegorithmic. I am not sure why they did it but the good news is that you can still get them through the Substance Share website. First thing I did after installing SP2 was adding them all back (only takes 3 minutes). Installation guide here: i.imgur.com/i9H8RMy.jpg

    • @arjun1993shaw
      @arjun1993shaw 7 ปีที่แล้ว

      ChamferZone i couldn't find the material named "uniform black" as i am using Substance Painter 2. Can you please share that material with me?

    • @jerrythomas6649
      @jerrythomas6649 7 ปีที่แล้ว

      Thank You!

    • @Arch3an
      @Arch3an 6 ปีที่แล้ว

      +ChamferZone After I bake the textures, my model doesn't look like yours. The one in your video looks like the edges are sharp on the mesh, and mine are very smoothed out for some reason.

    • @Arch3an
      @Arch3an 6 ปีที่แล้ว

      +ChamferZone I accidentally downloaded the wrong obj file, I now have it correctly baked. The only problem left is the Steel Scratched smart material doesn't appear the same as yours. It may be to the version difference, but I cannot find the "Steel Scratched" anywhere

  • @FoundationsofPause
    @FoundationsofPause 8 ปีที่แล้ว +3

    Wow, last night I was marveling at how easy and useful the ink dropper is and now I see it can be used outside of the painter window entirely, it just gets better and better.

  • @Quassar18
    @Quassar18 8 ปีที่แล้ว +18

    Your tutorial is pure gold, great job!

  • @denisculic5763
    @denisculic5763 5 ปีที่แล้ว +2

    I followed the tutorial entirely, this was my absolutely first time going through the process of unwrapping, baking and texturing. Thanks to your great explaining I managed to get a flawless result!!! Thank you a lot!!!

  • @nfrancisj2122
    @nfrancisj2122 8 ปีที่แล้ว +8

    One of the best tutorials I've come across ..thanks! Please do more! :)

  • @iExistBand
    @iExistBand 7 ปีที่แล้ว

    Took me two full days to get through these on 50 percent speed, but was totally worth it! Thank you so much, keep up the great work

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Awesome man, glad yo liked it! Will produce more stuff soon!

  • @dddpic
    @dddpic 7 ปีที่แล้ว +1

    one of the best tutorials for substance painter :)

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Thank you good sir! Glad you like it, yeah substance painter changed a bit in its UI and got a few new features but the basic idea is still the same : )

  • @weapondcase1978
    @weapondcase1978 8 ปีที่แล้ว +4

    Very good and in depth tutorial, thank you. Keep them coming

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว +5

      Thank you! Stay tuned, new one almost here and will be free to watch on youtube :-)

  • @rakesh73119
    @rakesh73119 3 ปีที่แล้ว

    i was following this tutorial from start to learn and understand substance painter in particular but got to knew few tools for 3ds max as well . in substance painter though some of the materials and smart materials were missing from my version i still manage to achieve a decent output . Thanks Tim

  • @lukeagex
    @lukeagex 9 ปีที่แล้ว

    Thanks heaps for this mini tutorial. I'm not a beginner but being self-taught, there are some big gaps in my learning that these videos helped fill! I very much appreciate it and look forward to supporting you and your videos more.

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว

      +lukeagex Thanks for letting me know! I am glad you like my work and I appreciate your support !

  • @siranderoo389
    @siranderoo389 6 ปีที่แล้ว

    Don't forget! If you do not like the current wear and tear you applied just click on the "Random" button under seed to see it re-generate in different variations! Awesome tutorial as always.

  • @djo9999
    @djo9999 9 ปีที่แล้ว

    one of the best free tutorials i've seen. Thanks a lot mate

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว

      +djo9999 Thank you too! Glad you like it!

  • @David-kx3bh
    @David-kx3bh 3 ปีที่แล้ว

    Hi ChamferZone, thank you for this great tutorial, it made me really progress, I was able to arrive until the start of backing and after that it's just the normal and ao which are functional yet, I had put the right coordinates.

  • @AuBurnedLime
    @AuBurnedLime 9 ปีที่แล้ว

    Powerful and very useful! Both videos - modelling and texturing. Very helpful with my studies and projects, thank you!

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว

      +AuBurnedLime Thank you, happy to read that! It was really fun working on it. Glad you like it.

  • @Leondaniel82
    @Leondaniel82 9 ปีที่แล้ว

    Got yourself a new subscriber. I'm quite good at modelling but suck at texturing. Needed this tutorial badly. Thank You!

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว

      +Leondaniel82 Thank you for your feedback Leondaniel, glad it helped!!

  • @snwbrdrnl
    @snwbrdrnl 9 ปีที่แล้ว +1

    Awesome tutorial, gave me a much better idea on how to use Substance Painter and learned a few new tricks in 3ds Max too. Thanks!

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว

      +Harald Schipper Thanks for your feedback Harald. Happy to read that!

  • @fansaaap
    @fansaaap 8 ปีที่แล้ว

    Brilliant ! Never had the time or space to figure this all out by myself. Thanks to your video i can actually start learning the deeper meanings of life within creations ;)
    Thank you Chanfer Zone man

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      +Mainstay Thank you very much! :) I am glad you like it and that it helped!

  • @1DaytoDay-089
    @1DaytoDay-089 7 ปีที่แล้ว

    One of the best tutorials i have ever seen!!! :D A hug from Argentina!

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว +1

      awww gracias! Appreciate it man! :)

    • @1DaytoDay-089
      @1DaytoDay-089 7 ปีที่แล้ว

      I had a question. looking the first grenade video i notice that many poly you let them non quad. So when you have to make them quad and when not? everyone alway tells me that have quads it is almost a law.

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Hey Jaime, I'd like to point you to this post I wrote that will answer this question in depth: forum.chamferzone.com/viewtopic.php?f=3&t=9

  • @PunisherM1
    @PunisherM1 9 ปีที่แล้ว +1

    Subscribed! Awesome teachings, thanks a lot. I always thought Substance Painter was hard to learn... I was so wrong, since it works almost like photoshop!
    Thanks a lot for this. I can say for myself that there is no better way of mastering something than to share our knowledge with others. Good luck on your new channel

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว

      +Macebo Obecam Hey Macebo, I missed your comment but now that I see it: Thanks for your feedback!
      You are right, Substance Painter is basically Photoshop in a 3D space and I love it :)

  • @ReplicA63
    @ReplicA63 9 ปีที่แล้ว +1

    Subscribed!! I learned a lot on this tutorial. Very well made, very well taught, and put together video. Great work, man. Thanks a bunch for teaching me things I didn't know.

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว

      +ReplicA63 Thanks for your comment, I really appreciate it !

  • @toroshm
    @toroshm 8 ปีที่แล้ว

    One of the best tuts ever man!!! Please keep it up!!!

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      +toroshm Thanks my friend. Will definitely do! :)

  • @abayomidipo-ayeni7550
    @abayomidipo-ayeni7550 7 ปีที่แล้ว +1

    best tutorial for substance painter

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Thanks abayomi, glad to hear it!

  • @NinjaArt99
    @NinjaArt99 8 ปีที่แล้ว +1

    incredible work, cant wait to be putting your helpful work to use!

  • @TheRizzler1
    @TheRizzler1 9 ปีที่แล้ว +1

    Great two parter tutorial, you were very succinct and efficient with how you went about everything. Liked how it was intermediate level and you just got stuck in, set a few new shortcuts for myself and will be using a few modifiers and tools a little differently
    Subscribed, and your next tutorial sounds even better, I'll be sure to pick it up. Cheers

  • @scav3167
    @scav3167 7 ปีที่แล้ว +1

    This is literally the perfect turorial for me i have 3DS Max aswell as Substance Painter 2 WOO.

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Awesome Doctor, glad to hear it! :)

  • @deangreasley8168
    @deangreasley8168 8 ปีที่แล้ว

    very inspiring, a true professional.

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      +Dean Greasley Thanks Dean! Glad you liked it!

  • @mostar122
    @mostar122 8 ปีที่แล้ว +1

    Wow, so glad I found this, thanks a million!!

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      +mostar122 Thanks for following! Glad you like it :)

  • @JakeJJKs
    @JakeJJKs 8 ปีที่แล้ว +6

    Great tutorial. Thanks for sharing ! :)

  • @ikonane
    @ikonane 9 ปีที่แล้ว +1

    Great tutorial! Keep them coming.

  • @Nikki-os2df
    @Nikki-os2df 9 ปีที่แล้ว

    The best video I've ever seen about Painter so far :)

  • @DRAWTIST1
    @DRAWTIST1 8 ปีที่แล้ว +3

    This is awesome dude

  • @ChristopherJones16
    @ChristopherJones16 8 ปีที่แล้ว +1

    This was a great video showing us noobs what one does.. we may not have learned how to do this ourselves alone by watching it.. but its a fantastic video to get us familiar for when we watch the next video about doing teh same thing.. everything wont be foreign to us. I look forward to watching more videos of yours. Thanks for sharing.

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      Hello Cristopher! Thanks a lot for telling me that and sorry for the late reply, it's been an insanely busy week. I know what you mean, I remember good when I started I followed one guy's tutorial creating a glock and I had an awesome result with it but I also felt that I can't just create another pistol right after that. However instead of taking on to that I was doing a few smaller props and after just doing a few few it was amazing to see the progress made ini huge steps. I think the same applies to anyone. This tutorial back then was also a huge inspiration for me to do the same now 10 years later with my own tutorials :) Cheers, Tim

    • @Pyskiper
      @Pyskiper 8 ปีที่แล้ว

      Yeah, kinda the same here, I didn't create a grenade when i followed this tutorial but instead i made something else, but because of that i wouldnt just copy everything but learn how its done and I think because of that I learned a lot from this tutorial.
      Sometimes i don't know how to maybe unwrap some complex shapes in the uv editor but I think thats really the only thing where this tutorial lacks. I think for the rest these videos show how its done and you can actually put it to good use on other models. But I think with everything in live, you just have to train a lot and eventually you get better.
      Really looking forward to the next videos, I think I can still learn a lot from you!

    • @ChristopherJones16
      @ChristopherJones16 8 ปีที่แล้ว

      Yep, one has to learn how to use the tools first before they can build a house. Knowing to build a house is one thing.. but if you dont know how to use the tools properly then itll be a bad house. So thats why im just watching these videos first.. Im not trying to do any of it.. I like to let myself become familiar with terms and all the many options you click. Once I watch enough and find myself guessing correctly what the authors next move is.. then Ill try it on my own.
      btw what are UVs? I hear them all the time within Unreal Engine.. and I tried Googling to get an exact defintion of what they are but cannot find it anywhere. is an abbreviation? or are they just like x,y,? like an axis that is?

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      Yes the unwrapping in this tutorial was pretty short to be honest but that's just in the nature of it being a small object. The AKM tutorial for example has hours of unwrapping in it. In the end that's really all you can do .. unwrap until you get the hang out of it what matters. The more you practice it the more natural it will come.

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      Hi Christopher: the UV space is the later texture. If you open up the uv editor you'll see that you have two coordinate boxes at the bottom. That's why it's called uv editor i.imgur.com/5YBfguH.png :)

  • @Jordan_C_Wilde
    @Jordan_C_Wilde 9 ปีที่แล้ว +21

    Outstanding tutorial, but damn ... i wonder when your keyboard breaks hearing how you hammer on the keys sometimes ;D

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว +16

      +Ethaldin Morween Thanks mate! Haha, it's true. Maybe it's because I played Piano for 6 years when I was a kid.

  • @cedric8677
    @cedric8677 8 ปีที่แล้ว +1

    EHRMYGOD! love it!

  • @FPstyle1
    @FPstyle1 8 ปีที่แล้ว +1

    Such a good tutorial! Thanks!

  • @ed_xz7329
    @ed_xz7329 6 ปีที่แล้ว

    Ohhhhh!!!! This is the heaven?

  • @adeptusmechanicus5777
    @adeptusmechanicus5777 8 ปีที่แล้ว +1

    Thanks! Stunning tutorial

  • @rameezmalik1064
    @rameezmalik1064 7 ปีที่แล้ว

    hi, I have learned so much from your tutorial. I really appreciate your way of teaching. keep it up man!

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Hi Rameez, appreciate it very much any happy to read it! Will certainly keep on producing

  • @patrickvonjanicke658
    @patrickvonjanicke658 9 ปีที่แล้ว +1

    Ja, das sieht ja toll aus!

    • @bestboy007
      @bestboy007 9 ปีที่แล้ว +1

      +Patrick von Janicke tja. deutsche ingenieurskunst lol

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว +1

      +Nape Lazam Nächste mal dann Stielhandgranate ;)

  • @masterprofessional1
    @masterprofessional1 8 ปีที่แล้ว +1

    That was amazing. Thanks

  • @ArlindoOliveira81
    @ArlindoOliveira81 8 ปีที่แล้ว +2

    Awesome tuto, congrats man!

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว +1

      +Arlindo Oliveira Thanks Arlindo. Glad you like it. More coming soon enough !

  • @Alejandrolorente1
    @Alejandrolorente1 8 ปีที่แล้ว +1

    Thank you very much for this tutorial so useful! Congratulations

  • @muppo2008
    @muppo2008 9 ปีที่แล้ว +1

    very nice stuff,subscribed

  • @artyomstepanyan4897
    @artyomstepanyan4897 6 ปีที่แล้ว

    COOL TEACHER!!Thank You!!!Its a Great Tutorial.

  • @Dwornlk
    @Dwornlk 8 ปีที่แล้ว +1

    very good and usefull, thanks

  • @florianbassler1753
    @florianbassler1753 6 ปีที่แล้ว

    Hey Tim, Thank you for sharing this! Finished my first clean model thanks to you and no go ahead with your extended knife toturial on Gumroad. Lets see how much awesome stuff i can further learn from you. Greatings!

  • @_lemes_
    @_lemes_ 6 ปีที่แล้ว

    Thanks! You professional modeller!!!

  • @noname-ey4rp
    @noname-ey4rp 9 ปีที่แล้ว

    just awesome! thanks

  • @nikohard
    @nikohard 8 ปีที่แล้ว

    Awesome tutorial. Very useful.

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      Thanks Niko! Glad you like it. :-)

    • @nikohard
      @nikohard 8 ปีที่แล้ว

      Your tutorial on the machete is also kickass. So many new things about modelling and unwraping...

  • @zaparine
    @zaparine 7 ปีที่แล้ว

    Tim, I have a quick tip! When you punch out a hole to make the left ring adjacent to a barrel (I don't know what it's called), no need to delete 2 opposite polygons and bridge each edge 4 times, one by one. You just have to select the 2 opposite polygons and bridge them. Boom! That's it. Skip through the whole process in 1 move. :D

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว +1

      Hi Zaparine! Thanks a lot mate for pointing that out. That is a very good point and often I find myself watching some tutorial things I recorded and thinking.. well damn I could have made that easier in retro perspective ;D By the way zaparine, much appreciate your comments here in the channel! You been here from the first day pretty much and that's great. Do you have artstation or something? Cheers, Tim

    • @zaparine
      @zaparine 7 ปีที่แล้ว +1

      Oh I just realized I posted the comment on a wrong video. Actually, this is supposed to be on an AKM tutorial but you got the message anyway haha.

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      I already thought so since you mentioned barrel, thanks anyway !

    • @zaparine
      @zaparine 7 ปีที่แล้ว

      +ChamferZone I don't have ArtStation or anything. I'm a medical student and have to study hard so I only do 3D stuff in my free time (which I don't have much lol). But 3D is my passion. Do you still remember me? I'm Map from Thailand. Nice to talk with you! :D

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว +1

      Ohhhh ! Yes of course I remember you. I just didn't know you are the one behind the zaparine account here : D Nice talking to you as well. You should join us on Discord mate discord.gg/HBtXrD7

  • @Vrayenginestudio
    @Vrayenginestudio 9 ปีที่แล้ว +1

    Great tutorial! Thanks ;)

  • @wessiespade8077
    @wessiespade8077 8 ปีที่แล้ว

    Thanks for this awesome video! I've learned so much from this session. Thank you so much ;)

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      +WessieSpade Happy to read it and glad you liked it, thanks!

  • @nigelsmith7717
    @nigelsmith7717 8 ปีที่แล้ว

    This is a great tutorial!!! thanks alot dude

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      Thanks Nigel! Glad you like it !

  • @andcaru
    @andcaru 5 ปีที่แล้ว

    Thanks a lot man, you're great!

  • @ledc131
    @ledc131 8 ปีที่แล้ว +1

    Cool Teacher. Thannks.

  • @МаксимМашинистов-щ7щ
    @МаксимМашинистов-щ7щ 8 ปีที่แล้ว +6

    sorry for my English, I use google translator
    I understand that this is a tutorial to show how to use the tools of substance painter, but one thing confuses me... How long I had to carry a grenade to it so peeled off the paint! New grenade take out of the box before the fight, then cast it in battle and no grenades))) And this grenade is probably favorite, or serves as a mascot fighter, if he carries around a few years)))

    • @cub1ko
      @cub1ko 8 ปีที่แล้ว +3

      Best google translate's translation ever 10/10

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว +3

      Hi Максим Машинистов, Sorry I haven't seen your message. I think I know what you mean.. a grenade that would be carried around that comes fresh out of the box would not have so much wear and tear on it. That is certainly true. However in video games this is often a bit exaggerated just to have more of an interesting object to look at. Also like you were saying this is a texturing tutorial and it's all about how to apply those kind of effects to our object. You could always lower the amount of wear by having less intensity on the generators. Hope that helps! :)

  • @deadpoolbr0
    @deadpoolbr0 3 ปีที่แล้ว

    great!

  • @danilohashimoto
    @danilohashimoto 7 ปีที่แล้ว

    Your tutorial is one of the best. Congratulations, you're a great artist!
    Could you teach me how to make mudflakes? Same as rally cars

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Hi Danilo, thank you! Appreciate it, mudflakes and a rally car? Well I can only say at that point that I have a vehicle tutorial planed for this year :-) Mudflakes sounds to me like something you could do with some procedural materials in Substance Painter but I don't have a full tutorial breakdown for that at hand. Once you start playing around with the procedural materials some more you will get more innovative to use them for all sorts of looks.

  • @Finotti
    @Finotti 8 ปีที่แล้ว +1

    Fantastic. Next video, jump texture to max. Tkx!

  • @raquelgarcia4869
    @raquelgarcia4869 9 ปีที่แล้ว +2

    Thank you so much!!!!!!!

  • @venkatesh1230
    @venkatesh1230 6 ปีที่แล้ว

    Hi,
    Thank u for giving asset file, it's useful for practice.

  • @solennripoteau6218
    @solennripoteau6218 4 ปีที่แล้ว

    Thanks!

  • @nathanwaldenscherryjr.2969
    @nathanwaldenscherryjr.2969 7 ปีที่แล้ว

    Hello ChamferZone. I am inspired by your gun models and I am trying to make some myself. Instead of 3dsmax
    , I use blender because it is free. Do you think that 3dsmax is worth it, or should I stick with blender. Also, what is the max number of vertices that you should have on a gun models?

  • @dacheez4539
    @dacheez4539 6 ปีที่แล้ว

    Awesome tutorial! Can you link the obj files, so we can follow alting only in substance?

  • @mrsharkus328
    @mrsharkus328 6 ปีที่แล้ว

    Great tutorial. I've been having some trouble with baking my normals and was wondering if you could help me. Baking the normals at the boundary of a cylindrical edge causes these weird oscillatory patterns to appear in the normal map, causing awful looking edge artifacts. What are the possible causes of this? Thanks in advance!

  • @xhall0910
    @xhall0910 9 ปีที่แล้ว +1

    You gotta love the German accent.

  • @StevieMacVFX
    @StevieMacVFX 8 ปีที่แล้ว

    Just going through this tut & the Platinum material you use isn't in Painter 2 or on the Share website! Can you maybe post a link to it or upload it in you files? In Painter 2 only Platinum Pure is available & there are no versions on the share website. That's also the same with the Steel Scratched as yours has all the scratch parameters but in Painter 2 it's just a bitmap.
    Thanks for the great tuts.

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว +1

      Hello Stevie, I don't have Substance Painter 1 installed anymore. You mean the chrome material I use for the ring and the fuse? You can really just take any chrome looking material. Metal or Steel. All it takes is putting the roughness down to make it as glossy as the one that I use in the tutorial here.

  • @bobcoughlan929
    @bobcoughlan929 7 ปีที่แล้ว

    This certainly is a great tutorial. I followed it to completion last year, and learned a lot from it. However, I've been away from Substance Painter for a while and wanted to remind myself of a few things.
    However, this time round, at around the 29 minute mark, where we pick the color from the ID map to expose the text on top of the 'spoon', Substance Painter keeps hanging. When I click 'pick color' it exposes the ID map on the 3d model and the UV map, but when I click the text, nothing happens and I just get the 'spinning wheel mouse cursor' and Substance Painter becomes unresponsive.
    I am using Substance Painter 2. Not sure if this makes any difference.
    I'm not sure if other people are experiencing this as well.

    • @bobcoughlan929
      @bobcoughlan929 7 ปีที่แล้ว

      Guess I should have checked the Allegorithmic forums first. Seems like it's a known issue in SP 2.6 - forum.allegorithmic.com/index.php/topic,16694.0.html
      There is a workaround, well not really a workaround, but just something to make sure of until Allegorithmic patch it. Just make sure your TextureSet size is the same size as you chose during the baking phase. In this case, 4096. This way it will work.

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Hi Bob, yes sadly the ID map thing became a bit buggy with the 2.0 release to the point where I don't even make any use of it anymore. I just mask everything now (as also seen in the video) and they also have a text tool in there now which we can use to type right on top of the spoon for example.

  • @MrCervantesent
    @MrCervantesent 8 ปีที่แล้ว

    Excellent tutorial. Wish I had some of these programs. Quick question.
    I have the standard 3DS Max 2016(No outside plugins.) and Photoshop CC..
    We did a 3D model of a solar panel. We unwrapped it at 1024x1024, and we have a 4474x1222 .tif image.
    What can we do in order to be able to scale the image down to the 1024x1024 uvw map without loosing quality(Image comes out blurry.).... Or is there a better way to render out the uvw template to a larger size than 1024x1024?

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      +MrCervantesent Hi! Sorry for the late reply. Yes there is no way for you to fit 4474x1222 on a 1024x1024 format unless your solar panel texture is tileable. So that's what I would suggest you to do. Take your 4474x1222 image and make it tileable to fit on a 1K format. Also always keep your images 512x512, 1024x1024, 2048x2048 or 4096x4096. Those formats are the ones you wanna be using unless you have non square texture formats.
      Here is a tutorial I found that you may wanna have a look at on the topic of creating tileable textures www.obsidiandawn.com/creating-seamless-textures-in-photoshop-tutorial
      Cheers!, Tim

  • @Gallamanji
    @Gallamanji 7 ปีที่แล้ว

    Brilliant tutorial, Can I ask, is there a reason why you only self occlude? for example, when you are baking the AO, why do you not change the common parameter to Match - Always, instead of Only by Mesh Name, to get AO from every part instead of just self occlusion within each part?

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Hi Sam ! Thank you and that is a good question. For the most parts I got into the habit of doing that because the AO doesn't play much of an importance anymore ever since PBR era. Due to the physically based rendering you would just let the engine handle all the lighting, reflection etc based on the metalness/roughness information on our texture. Adding an AO map to the material once we have it in the engine would mess with that. The only reason I bake an AO map is because some of the generators we are using in Substance Painter uses it to generate some cool effects. Due to that I rather have it on each single element then combining it to the whole mesh. I hope that makes sense but that's the reason behind it.

    • @Gallamanji
      @Gallamanji 7 ปีที่แล้ว +1

      Brilliant, thanks very much for clearing that up for me :) made a lot of sense

  • @anirudha301
    @anirudha301 6 ปีที่แล้ว +1

    Thank you Bro. Really thnx.

  • @iplaybose
    @iplaybose 9 ปีที่แล้ว

    Subscribed, excellent tutorial.
    I have a quick question, Why is the difference between substance painter and mari ? Which is better and which is easier to learn ?

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว +1

      +iplaybose Thank you! I wish I could give you a better answer to that but I haven't gotten around to work with Mari yet. My opinion is that if you are good with Substance Painter you will probably find it easy to also work with Mari, so my advice would be to get really good with one program first. As far as game production goes I am very comfortable with SP and I don't feel like I am missing anything here. Mari lets you export with a higher resolution which makes it more suitable for movie production then SP. However the developer from Allegorithmic confirmed that support for 8K textures and UDIM is on their road map, to make it more versatile in that field. I definitely want to look into Mari one of these days to see how exactly it compares. Cheers!

  • @evg_lf5415
    @evg_lf5415 8 ปีที่แล้ว

    Thank you!!!

  • @michaelmorrow9927
    @michaelmorrow9927 3 ปีที่แล้ว

    At 2:35 , Max Frontal / Rear distance.. Is that for the cage? i ask since you do not have the actual cage option selected.

  • @bekirdemir6537
    @bekirdemir6537 8 ปีที่แล้ว

    thank you

  • @flyball-thegame727
    @flyball-thegame727 9 ปีที่แล้ว +1

    great ^^

  • @cullyduff
    @cullyduff 6 ปีที่แล้ว +1

    Where is this uniform black dirt? Its not in the store...

  • @stroibatromashka
    @stroibatromashka 8 ปีที่แล้ว

    Это просто потрясно...

  • @ReadingNotAllowed
    @ReadingNotAllowed 8 ปีที่แล้ว

    Hey man, I have been playing around with Substance Painter some more and i'm really liking it so far.
    But I have run into a problem. Nothing happens after I've baked my model in Substance Painter, I still see my low poly, instead of my high poly model.
    Do you potentially know how to fix this?

  • @raijard
    @raijard 8 ปีที่แล้ว

    OMG Arnold Schwarzenegger is a 3D Guru!

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว +2

      Get to the choppa!!

  • @Pshygoboy
    @Pshygoboy 8 ปีที่แล้ว

    Did they remove the Platinum material completely? I searched it on the Substance Share website and it's no where to be found

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      Hi, Phsygoboy, is that the one I use in the beginning? Either way, doesn't really matter. Just take any chrome looking material or steel for the fuze and the ring part. It's essentially the same result. Just make sure to make it really shiny with the roughness slider. It might be they got rid of that material because in 2.0 they have a whole set of new steel and metal materials.

  • @lMicakil
    @lMicakil 9 ปีที่แล้ว

    Nice to see that others use similar workflow as well :D I know i already aked but are you going to also show model presentation phase? Its quite important as well. Thanks

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว +2

      +lMicakil Thanks Micakil! There will be a tutorial covering exactly that very soon!

  • @theoffbeatartist
    @theoffbeatartist 8 ปีที่แล้ว

    If I want to take a render in Marmoset Toolbag. Us there any specific instructions u may help me with.? Thanks for the tutorial.

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว +1

      Hello Gunjan, the rendering part is a whole world to its self. I do have a paid tutorial out for exactly that in which I explain my whole workflow for making renders in Marmoset: gumroad.com/l/SzALX Marmoset is definitely my #1 choice.

  • @onepeacebyisobare1750
    @onepeacebyisobare1750 9 ปีที่แล้ว +1

    very good tutorial you show very well I have done all the tutorials but i have the problem with baking the map they stop at 42 percent can you help me please

    • @hectorsalamanca4503
      @hectorsalamanca4503 8 ปีที่แล้ว

      +One Peace by isobare try to baking the map 2048x2048

  • @KunalChdha
    @KunalChdha 8 ปีที่แล้ว

    Hey Tim, thank you for such a beautiful tutorial. I have learned many things from this tutorial. I thing I want to know where to apply the final texture maps in 3ds max using mental ray renderer, I'll be very thankful to you if you'll just let me know. Thanks

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      Hello Kunal, sorry I only see your message now. Mental ray doesn't support PBR textures from all that I know so your best try would be to export the textures for Vray if you are familiar with that. Substance Painter has an export option for it and you could just use that instead. I render all my work in Marmoset Toolbag so I am not too familiar with the 3dsmax rendering pipeline. Everything I do is intended to be used in video game engines such as UE4 or Unity. Marmoset is basically a PBR render engine just like it but for the sole purpose of making renders.

    • @KunalChdha
      @KunalChdha 8 ปีที่แล้ว

      +ChamferZone but what are setting for importing the textures to marmoset. It will really help me, if you let me know. Thanks

  • @nfrancisj2122
    @nfrancisj2122 8 ปีที่แล้ว

    Any plans for an exterior environment? something like, tomb raider temple, uncharted ruins.. :D

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      Hi, thank you, I'm glad you liked the tutorial! I do have plans for an environment tutorial in the future! (can't say exactly when though as I have other things coming out before that)

  • @piotrkujko4230
    @piotrkujko4230 9 ปีที่แล้ว

    Yep, it's pretty cool!
    Added to subscribe!:)
    But, I'm still thinkig about render all these textured objects from Painter in V-Ray (3dsMax).
    As I know, after update there is new configuration for offline renders, anyway it's really hard for me, to handle with separate all of channels in Substance Painter and render them in Vray blend material. I mean, if you export textures, you export compressed maps, but for realistic render I need them uncompressed. Dust is dust - I need shader with different specular than painted metal or plastic stuff and blend them into one material. Also, I need masks for all chanels to blend them corectly. I know, I can export these chanels one after another, but it's really easy to make a big mess with it.. :)
    Have you any advice how to do it properly?
    Maybe new tutorial? In the Internet is a lot of topics about it.. but it's still unsolved.
    Thanks again for part 1 and 2, it's definetly great!

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว

      +Piotr Kujko Sorry for the late reply Piotr! Sometimes comments fall through the radar and I only see them a bit too late. I appreciate your feedback! As for your questions I think that Substance Painter at this point of time is clearly aimed towards video game production. Unfortunately I can't really give you much advice about vray. It's been many many years since I last used it so I would have to look in to that myself. At the moment I only use Marmoset Toolbag 2 for my renders. Have you had a look at keyshot? It's another render software that might be interesting for you to look into. I find vray usually too time consuming to set up and render especially since I want to show off video game art in which case marmoset is the standard at the moment.

  • @declanhillman7543
    @declanhillman7543 7 ปีที่แล้ว

    may sound like a stupid question but ive never been good at unwrapping, but once you finished everything in Substance Painter and export it how do you get the textures to apply to both low and high poly models back in 3ds max. Not sure if i missed it but after you bake the textures how do you apply the textures for the high poly model, not sure if this is correct but after baking the textures is the model your working on the high poly model.

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Hello Declan, the highpoly model does not get any texture at all. It's just needed to "bake" the information down to the normal map which then wraps as a texture around on our lowpoly. Resulting in a look that appears to be highpoly. That is the whole reason why we have to do it. So bottomline, only the lowpoly gets textured.

    • @declanhillman7543
      @declanhillman7543 7 ปีที่แล้ว

      oh okay thank you, i understand now, im still knew to all texturing based work and thank you i appreciate it for the videos ive understood more in the last week than ive been taught in the last yearat uni :/ :D

    • @declanhillman7543
      @declanhillman7543 7 ปีที่แล้ว

      oh okay thank you, i understand now, im still knew to all texturing based work and thank you i appreciate it for the videos ive understood more in the last week than ive been taught in the last yearat uni :/ :D

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Declan that is awesome to hear haha! I hope your portfolio will prosper!

  • @FlavioDiniz
    @FlavioDiniz 8 ปีที่แล้ว

    mmmmm, I used your techniques to make another object, but there's one thing annoying me:
    When I import the model to substance Painter and bake textures, in my TextureSet List appear 4,5 or even more textures.. so when I export the baked textures I end up with +20 .jpg.
    can annyone help me ? thanks!
    (i'd like to have just one texture set)

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      Hi Flavio, that sounds like you didn't assign "one" material to your lowpoly. If you go back to 3ds Max, open the material editor and just assign any standard material on your grenade. Call it any name you like and then you'll get only one mat ID in Painter as well.

    • @FlavioDiniz
      @FlavioDiniz 8 ปีที่แล้ว +2

      Hey Tim !
      Many thanks! assigning one material to the whole object works!

  • @videogames7
    @videogames7 7 ปีที่แล้ว

    hi! great tutorial, i´m taking up learning susbtance painter and i have one question. the software when it is baking the ambient occlusion from the high mesh, it takes me a lot to calculate it. so i would like to know if there is some way to avoid waiting so much time. (sorry for my writing im not native speaker english).

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Hi cadvideos, glad you like the tutorial! So to answer your question yes... absolutely. You can bake AO maps in 2x2 anti aliasing which will make it MUCH faster. It'll still take a while to complete but 8x8 or 4x4 will take hours and the quality loss is so minimal that I always bake in 2x2 now. SOi... AO and Thickness both in 2x2. All other maps 8x8. Make sure to bake in two different passes. Also put the Secondary Rays up to 256 on the AO settings. Better result!

    • @videogames7
      @videogames7 7 ปีที่แล้ว

      thanks so much for you reply, it was really hepful, next time i´ll bake both maps in 2x2 as you said, Thank you!

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      No problem and yes for future tutorials I point that out more with the long baking times for AO and Thickness map. You aren't the first who was getting stuck there. :) Thanks for watching the tut !

  • @ahmedtallal6211
    @ahmedtallal6211 7 ปีที่แล้ว

    great tutorial but i have a stupid question :( i wish u answer me
    if i want to render the high poly grenade in 3D Max with the exported texture from substance painter
    what can i do ???!!!!! because we unwrap the low poly only !!!

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Hello Ahmed, thank you and there are no stupid questions. Well the highpoly model is only for baking information down on our lowpoly. So it has no UV information on it. It's not meant to be .. if you wanted to texture the highpoly you would have to unwrap it too.

    • @ahmedtallal6211
      @ahmedtallal6211 7 ปีที่แล้ว +1

      thnx man i really appriciate your reply :)
      and thnx agaon for your effort :)

  • @its420everydayhere
    @its420everydayhere 7 ปีที่แล้ว

    Is the purpose of adding the high poly mesh to get around having to uv it or does the high poly version need to be uv'ed as well? Because its extremely hard to uv some of my high polys.

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      Hello, you never have to unwrap your highpoly for video game art. We only use it to project the details onto our unwrapped lowpoly. Take a look at the video that I just posted here on the channel. A full episode about unwrapping :)

  • @chrispanov8167
    @chrispanov8167 7 ปีที่แล้ว +1

    Hey i actually fixed it, so dont worry.
    I have another question. When i get to the part with the text when i select "add mask with color selection" and then "pickcolor" the text doesnt appear on the additional map, why is that?
    Thanks

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว

      sorry, I didn't see your second question and yes that is something that doesn't work that way anymore in Substance Painter 2 (sadly). So what you can do instead is using the Alpha Text tool that it now comes with. Makes the whole process much easier too!

  • @Mirtohid
    @Mirtohid 8 ปีที่แล้ว +1

    Thank you so much ^_^

  • @HroftiHroft
    @HroftiHroft 6 ปีที่แล้ว

    Is it serious? A frayed grenade? How often it's been used to wipe off some of the paint?)

  • @emmawilliamson711
    @emmawilliamson711 8 ปีที่แล้ว

    Thanks for the tutorial, not sure if its me but the new substance painter i just bought doesn't seem to have the platinum material you were using and the additional parameters? where did you download your materials from? :)

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      +Emma Williamson Hi Emma, that is true. Unfortunately Substance Painter 2 either renamed some of the materials or just replaced them with something else. In case of the platinum I'd recommend to just pick any of the other metal materials that have the same kind of look or reflectance. You could also try to look up the "substance share" library. If I have the time I'll go through this tutorial here and add text descriptions of which materials can be used now. Also .. the mask builder is now called mask editor when you get to that but essentially still does the same.

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      +Emma Williamson Infact, let me do that tonight once I get back from work.

    • @emmawilliamson711
      @emmawilliamson711 8 ปีที่แล้ว

      +ChamferZone Thanks alot! i think i have a semi workaround. I navigated to my old steam substance painter folder for version 1 and copied the smart material i needed to the c:/documents/substance painter 2 shelf directory so will try to follow as best i can that way :) The only other issue i had was a weird bake with a small spot in my mesh but its barely noticeable, but I'm certain thats an issue in max (I'm messing with 2017 at the mo).

    • @ChamferZone
      @ChamferZone  8 ปีที่แล้ว

      +Emma Williamson Hi Emma, good work around! Hmm that spot issue sounds familiar, is it a black spot? I had it before and the only way to get rid of it is to export the lowpoly as fbx and not obj. But I suppose that's what you did? If not you can send me a screenshot and I'll see what it could be. Cheers, Tim

    • @emmawilliamson711
      @emmawilliamson711 8 ปีที่แล้ว

      +ChamferZone The low poly is fbx did not change the settings so maybe i missed something and the high poly is obj. I have screenshots here where you can see the weird shading in max. This is being caught in the bake and is noticeable in the AO, Curvature and normal map.
      Its not a big deal as you don't really see it much being on a small spot but would be nice to know what the culprit is. Perhaps one of my settings when doing the chamfer? i found that if i want the curve in the high poly its very dense in the corners almost like an overlap and i cant reduce that or it will look too hard edge.
      I'm also very new to smoothing groups so this was educational for me, perhaps i didn't do that right, I'm used to the standard subdiv workflow and adding in edgeloops where needed for hard surface.
      imgur.com/a/nVCp0

  • @gamingmoments7305
    @gamingmoments7305 7 ปีที่แล้ว +1

    hey have you used quixel suite at all? id like to know your thoughts on it. i own both

    • @ChamferZone
      @ChamferZone  7 ปีที่แล้ว +4

      Hey man, I think quixel suite is excellent. I also have both and you can definitely have great results with either of them. At the end of the day we use Substance Painter for Production and I just got very used to it. It's also nice to have it as a stable standalone software that's separated from Photoshop and comes with its own integrated baking tool and at the end I save out one easy to access file. On a downside of Painter: it's still having some flaws like for example that it's bad for adding text and shapes which quixel is certainly better for thanks to Photoshop but a) I can just jump in Photoshop and save a mask out and bring it back to Painter and b) they are going to add that in the near future from what I hear. So bottom line: both are great but I rather roll with Painter because I work with it on a daily basis (at work and private projects) and feel like i know it inside and out.

  • @YoCazure
    @YoCazure 9 ปีที่แล้ว

    Great tutorial, I've got one question. I see that most people use Substance Painter as a tool for 3D models that are used in games. But can I also use it for animation purposes?

    • @fschutt247
      @fschutt247 9 ปีที่แล้ว +1

      +YoCazure The maximum texture resolution is 4k - which may or may not be low for the your animation purposes. In film & VFX, Mari or Quixel Suite is more in use.

    • @YoCazure
      @YoCazure 9 ปีที่แล้ว

      Felix Schütt, thanks for your reply! I'll take a look at Mari and/or Quixel Suite.
      Have a nice day.

    • @ChamferZone
      @ChamferZone  9 ปีที่แล้ว

      +YoCazure Hi YoCazure, thanks! 8K support is being worked on by the allegorithmic devs so it's just a matter of time until we can export ultra high resolution textures. In the meantime Painter is ideal for video game purposes.

    • @YoCazure
      @YoCazure 9 ปีที่แล้ว

      Chamfer Zone , thanks for your response. I'll take note of that.