Thanks for this. It's embarrassing to admit but I've been doing 3D art for 10 years now and my textures still look like first year hobbyists 😔 I can model just about anything but the texturing process is so hard to wrap my head around, I have no eye for it. This was helpful
Yes and he's improved a lot this year. Something to keep in mind also is that the better your skills become the harder it is to improve. Getting your texturing ability to a 5/10 takes much less than going from 5/10 to 6/10. The better you get the more growth beomes minute and harder to gain.
@@jacrossiter2097 problem with learning 3d art by yourself is that after some point, you dont even know what you should learn/how to improve, most of the tutorials become useless after certain point, they dont teach anything new
@@phillyleotardo4343 I totally agree. I think that this video will not help most people but for those that have the basics but are still struggling to hit AAA quality it will help. It would have helped me greatly when I was learning. If you would like my to go through your work I could probably make some time
1:29:20 This was really mindblowing when you show how detail-oriented these textures are, even for the tempered-steel burnt from real life gun productions This was a really useful format for learning Substance Painter, I hope you do more of this!
Do you have any recommendations on starting substance painter? I've checked out a couple of videos and they all act like the viewer has immense background knowledge on it despite specifying "ABSOLUTELY BEGINNERS" in the searches.
I dont want to sound ignorant but wasting 10+ hours on perfecting the details of a texture is not worth it in my opinion, especially when you're working with strict deadlines. If the first glance at a model sells the look, that means you're %90 there and most of the time studios don't really care about that last %10 when you have 10 more models to complete in 1 week.
I can corroborate this, but people seem really confused by why this is the case. So, I'll shed a little more light: It really depends on the model and how it's being used. If it's a 3rd person shooter, and the camera only gets up to a medium close-up view of the gun, then you don't need to get too crazy with the extra-fine details like being able to count the hairline scratches. Because chances are that most people aren't going to see or care about THAT level of detail anyway, so why waste time on that? Especially when you have a dozen more guns and props that need to be modeled and textured in the next 40 hours. If we were making the next Call of Duty, and the gun takes up half of the screen for most of the game, then yeah- it really would be another story. However pistols will probably not be used nearly as much as rifles, which will undoubtedly take more time to create. So similar logic still applies. If you wanna work in AAA, you need to work FAST
man, f*ck, i watched all 2 hours of this video, just so you could save the texture production gold off video, during that last final cut haha sad . - .
18:00 in the environment tab change the Environment Alignment option to Camera, that locks the HDRI to your camera rather than the regular environment so you can see inside things that are too up/down directional for the regular HDRI to light
Yeah, exactly. The UV looks squished on those faces. If it were my asset I would fix that island. A little stretch is fine in some situations but not like this
If you would like me to take a look at your work and create a video like this one then email me at jacrossiter.art@gmail.com!
Thanks for this. It's embarrassing to admit but I've been doing 3D art for 10 years now and my textures still look like first year hobbyists 😔 I can model just about anything but the texturing process is so hard to wrap my head around, I have no eye for it. This was helpful
i appreciate you talking though the thought process, it really helps
Honestly the student's one wasn't bad
Yes and he's improved a lot this year. Something to keep in mind also is that the better your skills become the harder it is to improve. Getting your texturing ability to a 5/10 takes much less than going from 5/10 to 6/10. The better you get the more growth beomes minute and harder to gain.
@@jacrossiter2097 diminishing returns :)
@@jacrossiter2097 yeah exactly, the learning curve is tough
@@jacrossiter2097 problem with learning 3d art by yourself is that after some point, you dont even know what you should learn/how to improve, most of the tutorials become useless after certain point, they dont teach anything new
@@phillyleotardo4343 I totally agree. I think that this video will not help most people but for those that have the basics but are still struggling to hit AAA quality it will help. It would have helped me greatly when I was learning. If you would like my to go through your work I could probably make some time
1:29:20
This was really mindblowing when you show how detail-oriented these textures are, even for the tempered-steel burnt from real life gun productions
This was a really useful format for learning Substance Painter, I hope you do more of this!
At first, I was like, man this isn't that bad at all, but then I saw the reference shot and I it got to me why you made this vid. Good work
Thanks man, I appreciate that. I made this video thinking about 2 people in the world would find it helpful 😅
I liked the student's work better.
Shut up bro isn't that what he was wasting his time for
Very helpful, would be great to see more stuff like this 🔥
need more that videos!!))
Great, make series of this.
Great video. Some really great tips in there.
Do you have any recommendations on starting substance painter? I've checked out a couple of videos and they all act like the viewer has immense background knowledge on it despite specifying "ABSOLUTELY BEGINNERS" in the searches.
I dont want to sound ignorant but wasting 10+ hours on perfecting the details of a texture is not worth it in my opinion, especially when you're working with strict deadlines. If the first glance at a model sells the look, that means you're %90 there and most of the time studios don't really care about that last %10 when you have 10 more models to complete in 1 week.
But the players are often using literal days of looking those exact same models when they play the game.
The gun literally takes half of the screen, what are you talking about?
I can corroborate this, but people seem really confused by why this is the case. So, I'll shed a little more light: It really depends on the model and how it's being used. If it's a 3rd person shooter, and the camera only gets up to a medium close-up view of the gun, then you don't need to get too crazy with the extra-fine details like being able to count the hairline scratches. Because chances are that most people aren't going to see or care about THAT level of detail anyway, so why waste time on that? Especially when you have a dozen more guns and props that need to be modeled and textured in the next 40 hours. If we were making the next Call of Duty, and the gun takes up half of the screen for most of the game, then yeah- it really would be another story. However pistols will probably not be used nearly as much as rifles, which will undoubtedly take more time to create. So similar logic still applies. If you wanna work in AAA, you need to work FAST
man, f*ck, i watched all 2 hours of this video, just so you could save the texture production gold off video, during that last final cut haha sad . - .
Hi, I rewatched the end of the video but I'm not sure what you mean
@@jacrossiter2097 2:11:09 ;-; have a cut
To this to what
Do you do mentorships?
18:00 in the environment tab change the Environment Alignment option to Camera, that locks the HDRI to your camera rather than the regular environment so you can see inside things that are too up/down directional for the regular HDRI to light
Oh thanks, that's not something I've used before. I'll give that a try
43:16 I'd have to set the group to passtrougth for the layer multiple to work :/
Yeah totally, good catch! I made a mistake :)
51:22 I believe that the uv is not good, it must be quite deformed for less resolution, do you think it looks like that!
Yeah, exactly. The UV looks squished on those faces. If it were my asset I would fix that island. A little stretch is fine in some situations but not like this
This is a helpful video i will tag you when i redo my weapon textures
I'd love to see your results! 😁
Delete this