I think most important thing is to explain difference of workflows - VFX vs Game industry. Then about PBR workflow in gloss/metalness workflow. I doing photogrammetry and my models can be used in game and during static renders so above first question is most important for me. About maps. Displacement map vs Height map. I can bake weird red channel displ in zbrush, but grayscale height in marmoset, knald and xNormal. Normal map roughness and glossiness map SSS map Cheers.
@@jurandfantom Hi Jurand! Since my experience is solely in the VFX industry, all the advice I give in this channel should be taken with a grain of salt if you want to apply it in different workflows such as games, for example. I’m not experienced enough with a game pipeline to give advice on the matter. I know that games rely a lot more in optimization than Visual Effects, so we have to take that in consideration.
Making videos giving detailed informations about each usefull map to bake (and how to bake them properly) would be awesome !! Very much looking forward to it
To the point and great summary! As a beginner I'm confused by why you use both substance painter and Mari in your workflow when their functionality overlaps. So a video comparing the two would be great!
Thanks Numan! The reason I use Mari as my main painting software is because I've been using it for a long time and always have been happy with its performance for large and complex assets. Also, I recently shifted my workflow to a full node-based approach, which Substance Painter doesn't have. That being said, Substance Bakes and generators can be super helpful, so I take advantage of that. I usually bake my maps in Substance and import into Mari to continue my hero work. But this is just a personal preference, many artists prefer to only Substance, and that's fine too :) The most important thing is to get the job done with quality. It doesn't matter the tool you use. I've seen amazing texture work done using only Photoshop.
Hey bud! Glad to see you here :D I'm usually very careful with my curvature maps. I rather use a mask to REVEAL the areas where I want the curvature detail than the opposite! This way you would not have your asset edge's covered with detail.
excuse,moi,juste une question, la model dans mari, c'est comment ,juste une subdiv2 plus le displacement dans le bump,ou plutôt une highpoly décimée, merci de me répondre car ca me confuse tout le temps :)
Thanks a lot for the tips ! You're extremely helpful, keep-up the good work ! Which software would you recommand for baking between Marmoset Tool Bag / Substance Painter / Blender ?
Thanks! I recommend using the ones that you have available! As long as the bakes look good and they’re done fast, go for it :) My favorite one is the Substance Designer baker.
Good Job With Video and I have a question, So if we want to create something like bigger cracks or deformation like dents in our hero model which change the silhouette of the model and can't be produced using normal maps how is it made in production? Should they be modeled or should they be sculpted and baked in the displacement?
Thanks Harinmani! Usually in production we would either have it sculpted and baked into a displacement map or we would use decimated meshes. It would depend a lot on the workflow.
@@PaulHPaulino oh got it and as far as my favorite map is the Thickness to check out how different is your usage from mine in u r in-depth tutorial and the Normal map stuff is pretty cool as well.
Hello Paul. Could you explain if these textures should be incorporated via Photoshop into another texture like the color one or if they should be combined with shader NOS. Thanks.
Hey Carlos, these are simply black-and-white masks that can be used in many different ways within your painting software (Mari, Substance Painter, etc) - They can also be exported and used in the shader.
It's really up to you and your project. Cavity Maps are based on AO, yes - But usually sharper and have access to all crevices, making them useful for organic panting!
Great video it’s really helpful ! :) Btw I have a question , at ~ 2:37 you said you blur your map in Nuke , is there any reason you do it on this soft and not on another one like PS or a blur filter on SP ? :0
Hey, thanks David! Photoshop doesn’t support UDIMs and I don’t usually use Substance Painter for my hero texturing workflow. Nuke is great because it allow me to quickly run through multiple textures (and udims) at once.
Paul, tem alguma vantagem o bake do substance designer comparado com o do painter? Eu notei ai nos últimos videos que vc usa bastante o designer pra fazer isso
Fala Michael! Na verdade e por costume e preferencia mesmo. Eu raramente uso Painter no meu workflow, e o baker do Designer parece ser mais eficiente pra mim. Alem disso, eu consigo ver os mapas sendo "bakeados" em real-time, e isso me ajuda a ver se tem algum erro no processo.
Hi, first of all, thank you for making awesome informative videos. As I am also a texturing artist and I was hoping if it's possible, can you make one video on secondary maps like Specular/Roughness, Bump and how you create it in Mari. Appreciate your work and will use your tips and tricks on my work, will try to improve it. Once again Thank you 🙇
Your videos are great, Paul! I have most of these programs, but I don't have Nuke. Is Photoshop an acceptable stand-in? And perhaps you can do a tutorial for Photoshop to achieve a similar result as what you get in Nuke? For example, show us what you do in Nuke, and then show us the Photoshop alternative? Thanks so much!
Thanks, Benjamin! For sure :) The power of Nuke is the ability to process multiple textures at once. I guess in photoshop you can do the same by using actions across multiple files :) I can definitely take a look later ! Cheers
So which bake was your favorite?
Give me a list below and I’ll prioritize them in the future for our in-depth videos!
I think most important thing is to explain difference of workflows - VFX vs Game industry. Then about PBR workflow in gloss/metalness workflow.
I doing photogrammetry and my models can be used in game and during static renders so above first question is most important for me.
About maps.
Displacement map vs Height map. I can bake weird red channel displ in zbrush, but grayscale height in marmoset, knald and xNormal.
Normal map
roughness and glossiness map
SSS map
Cheers.
@@jurandfantom Hi Jurand! Since my experience is solely in the VFX industry, all the advice I give in this channel should be taken with a grain of salt if you want to apply it in different workflows such as games, for example.
I’m not experienced enough with a game pipeline to give advice on the matter. I know that games rely a lot more in optimization than Visual Effects, so we have to take that in consideration.
Making videos giving detailed informations about each usefull map to bake (and how to bake them properly) would be awesome !! Very much looking forward to it
Thanks Georges!
Great stuff man! This was a fantastic breakdown of texturing baking!
Thanks Eduardo!
Awesome Paul!!
Glad to see you here, Val!
Great video Paul, very helpful.
Thanks Evandro!
Good tips here,man! One of bakes that sometimes can be a struggle is normal map, sometimes don't look right enough
Thanks Anderson! It will depend a lot on your model! That’s why I like the Custom Surface Normal in Mari, because you can rotate it as you want :)
Depending on the graphics api you can have different results. They handle the direction of green differently. Keep that in mind too.
Clear and concise as always.
Thanks Momo!
To the point and great summary! As a beginner I'm confused by why you use both substance painter and Mari in your workflow when their functionality overlaps. So a video comparing the two would be great!
Thanks Numan!
The reason I use Mari as my main painting software is because I've been using it for a long time and always have been happy with its performance for large and complex assets. Also, I recently shifted my workflow to a full node-based approach, which Substance Painter doesn't have.
That being said, Substance Bakes and generators can be super helpful, so I take advantage of that. I usually bake my maps in Substance and import into Mari to continue my hero work.
But this is just a personal preference, many artists prefer to only Substance, and that's fine too :)
The most important thing is to get the job done with quality. It doesn't matter the tool you use. I've seen amazing texture work done using only Photoshop.
@@PaulHPaulino Didn't know mari was nice based. Would be interesting to see how they compares to SP's later stack.
Great video thank you for sharing! look forward to more. My faviorite was the normal trick map and the cavity
Hey Pascal, thank you! :)
I love this stuff. Very informative. I am mainly interested to see which is the point when you break the procedural look of the curvature maps.
Hey bud! Glad to see you here :D
I'm usually very careful with my curvature maps. I rather use a mask to REVEAL the areas where I want the curvature detail than the opposite! This way you would not have your asset edge's covered with detail.
Great as always! Thank you so much Paul! very helpful!
Thanks Rapha!
Finalmente o video mais esperado do Pão paulino! Hehehe
Thank you, Paul. Your videos are awesome, I am learning a lot from them & also with your articles. They are fantastic! 🤘🏻😜 Thanks again
Thanks for being here, mate!
Nice work man! Very informative
Thanks Omar!
Awesome stuff!
Thanks Haydn!
Learned a whole a lot!
Glad to hear, Wiglow!
Your videos are great!
Thank you so much Paul.
Can you please do a video and show how you bake them in SD and how to connect them in Mari in very basic setup.
Mom! Im on TV! (kinda). Hahahah Thank you, bro! Keep it up!
❤️❤️❤️
Brigado por mandar a pergunta meu querido 😘
excuse,moi,juste une question, la model dans mari, c'est comment ,juste une subdiv2 plus le displacement dans le bump,ou plutôt une highpoly décimée, merci de me répondre car ca me confuse tout le temps :)
Thanks a lot for the tips ! You're extremely helpful, keep-up the good work !
Which software would you recommand for baking between Marmoset Tool Bag / Substance Painter / Blender ?
Thanks!
I recommend using the ones that you have available! As long as the bakes look good and they’re done fast, go for it :)
My favorite one is the Substance Designer baker.
@@PaulHPaulino I've never tried Designer yet, thanks for the tip I'll look into it !
Good Job With Video and I have a question, So if we want to create something like bigger cracks or deformation like dents in our hero model which change the silhouette of the model and can't be produced using normal maps how is it made in production? Should they be modeled or should they be sculpted and baked in the displacement?
Thanks Harinmani! Usually in production we would either have it sculpted and baked into a displacement map or we would use decimated meshes. It would depend a lot on the workflow.
@@PaulHPaulino so how do u get the Uv's right if using decimated meshes
@@topologicaldoctor1498 You can decimate and preserve the UVs
@@PaulHPaulino oh got it and as far as my favorite map is the Thickness to check out how different is your usage from mine in u r in-depth tutorial and the Normal map stuff is pretty cool as well.
Great !!
Thank you
Can i ask you where i can get a chair like yours 😁??
Amazon
Hello Paul.
Could you explain if these textures should be incorporated via Photoshop into another texture like the color one or if they should be combined with shader NOS.
Thanks.
Hey Carlos, these are simply black-and-white masks that can be used in many different ways within your painting software (Mari, Substance Painter, etc) - They can also be exported and used in the shader.
AO and Cavity seems to be similar? Should both be used at the same time?
It's really up to you and your project. Cavity Maps are based on AO, yes - But usually sharper and have access to all crevices, making them useful for organic panting!
Thank you
Great video it’s really helpful ! :)
Btw I have a question , at ~ 2:37 you said you blur your map in Nuke , is there any reason you do it on this soft and not on another one like PS or a blur filter on SP ? :0
Hey, thanks David!
Photoshop doesn’t support UDIMs and I don’t usually use Substance Painter for my hero texturing workflow. Nuke is great because it allow me to quickly run through multiple textures (and udims) at once.
Oh I see ! Thank you so much for the answer ! :)
Paul, tem alguma vantagem o bake do substance designer comparado com o do painter? Eu notei ai nos últimos videos que vc usa bastante o designer pra fazer isso
Fala Michael! Na verdade e por costume e preferencia mesmo. Eu raramente uso Painter no meu workflow, e o baker do Designer parece ser mais eficiente pra mim. Alem disso, eu consigo ver os mapas sendo "bakeados" em real-time, e isso me ajuda a ver se tem algum erro no processo.
Hi, first of all, thank you for making awesome informative videos. As I am also a texturing artist and I was hoping if it's possible, can you make one video on secondary maps like Specular/Roughness, Bump and how you create it in Mari.
Appreciate your work and will use your tips and tricks on my work, will try to improve it.
Once again Thank you 🙇
Hi Nevil, I appreciate your feedback and I'll keep that in mind for future videos! :)
CheerS!
Your videos are great, Paul! I have most of these programs, but I don't have Nuke. Is Photoshop an acceptable stand-in? And perhaps you can do a tutorial for Photoshop to achieve a similar result as what you get in Nuke? For example, show us what you do in Nuke, and then show us the Photoshop alternative? Thanks so much!
Thanks, Benjamin! For sure :)
The power of Nuke is the ability to process multiple textures at once. I guess in photoshop you can do the same by using actions across multiple files :)
I can definitely take a look later ! Cheers
Why did you put us in the oven? Nevermind, that didn't stop me to subscribe! :)
LOL
Thanks 🙏🏻
let him cook
Salve de BH !
Eh nois!