I did like him without the bloody soars, however if you do go with this bloody route, make sure there is puss and maybe some gross green stuff oozing out which I think would make it creepier. Or you could also make some of it scabbed over to add to this creepy effect.
@@lelduck6388 I thought of this after. I could see like a tearable mesh, or when parts of it get hit those parts get removed. Idk how complicated that is considering you would have to have 2 models layered on top of each other.
I think the scabs look good as tiny wounds if you decide to keep them at all. They kind of take away from all of the nice details you sculpted, they're kind of distracting, I also don't know if they really add to the idea of unwanted physical contact, though I suppose if they where to look like some sort of disease spread through contact. I don't know if you're going for zombies, but it really screams zombie, not deeper manifestations of trauma. Lmao it seems like you might agree since you got rid of it at the end
i really like substance painter. im also thinking about learning substance designer. that one also works with node systems but its easier to make environment textures with it, like gravel, floorboards, rock walls, basically everything that has repeating or random patterns to it.
Exaaactly like me I want to learn substance designer Do u know that you can make a material like hand painted and works with every object you use This will save hundreds of hours 😭
I've been looking for a really good video showing WHY you'd want to buy Substance if you're using Blender, and of course you were the one to make exactly the video I needed. You covered everything I needed to know, AND you explained why it's better than Blender. Absolutely amazing.
Most annoying part of Substance Painter for me is fact that it still doesn't support multiple UV sets. But brushes itself and bunch of presets makes it very comfortable to use. So in most projects I'm using both: Painter and Blender, for different actions.
Can I ask you what you mean with multiple UV sets? out of curiosity, since Substance painter has texture set support and UDIM support. I have a 3dsmax to Substance workflow and substance painter separates UV's in different layers if you assign materials to your texture sets. Or do you mean something else?
Substance painter supports udims. And it has been supporting painting across udims for quite a while. And if your not talking about udims and actual different objects with their own material, substance also lets you work with that. Treats each material as it’s own layer group
@@bobsteven2363 no. not UDIMs. Multiple UV sets. Different UV coordinates for same vertices, same exact triangles. Very helpful feature for game assets creation. For example, you have police car. Left and right sides can't be overlapped because of text on base color. But geometrically they are exactly the same. So for normal map car can be unwrapped differently, with multiple overlaps (left side on top of right), which allow you to get much better texel density with same resolution. It allows you to use smaller normal map (comparing to base color) in game engine for same quality, or get better shading while texture size unchanged. Works even better on asset packs with multiple similar elements: that technic allows to maximize texel density and variability at the same time.
@@Eyks001 So are you saying that you make a normal map for one model with stacked islands then you transfer that normal map to a model with unstacked islands? Doesn’t the normal map and albedo map have to map to the exact same uv coordinates because every fbx/obj have their Uvs baked in. I’m sorry, I’m having a hard time understanding you. Something I’ve never heard about. As for assets with repeating geometry, you can can stack their uv islands to save space and on substance painter, you can bake and paint them. What you do to one is copied to the next. Hmmm maybe you can show me a video that has what your saying
I'm a 2D artist like you, I tried making a 3D avatar rig and it was a nightmare. It was a week of scrounging for any kind of tutorial or post or anything to fix a billion problems that didn't make any sense. I'd love to fix all of the issues with my character that I didn't realize would end up being problems, but damn if I can't relearn all of that just to try again. I just can't work creatively in an endless sea of complex connectivity between systems and drop downs and code and plugins and maps and nodes. Its like I just want to adjust things but you can't because it screws everything else up in the conga line of systems and functions that all interconnect in ways you cant foresee. And that was before I even got to substance painter.
Agreed -- programmer turned [bad] artist here, but despite this, I nearly gave up rigging. It's not you. Historically, things are this bad because 3D file formats were treated like trade secrets -- Blender only got attention long term because, being OSS, a lot of the format problems were solvable by random people. However, Blender seems to be the least usable, and that's unlikely to change. It has roots in Amiga and attracts almost exclusively sqaure-eyed developers, so almost all of its problems were intentionally programmed for "reasons"... good luck explaining to these guys that leaning on Python was the wrong choice. When you move to Max/Maya, however, you pay more, lose a ton of customization for workflow, and are stuck with Autodesk, so Blender still winds up being "better" in a lot of cases. If you move to the sculpting apps, getting your mesh exported in a format that isn't damaged becomes an exercise of working around limitations and guess work. Argh! But I'm a newbstick and have no idea what's out there these days, maybe you'll get a helpful comment instead of this peanut gallery BS from me ;)
@@dx3910 that's weird I've only ever heard people sing blender's praises when it comes to rigging, saw some professional say they would export from Maya to blender for rigging then send it back to Maya for animation. I started mucking around with Max in the late 2000s n rigging was a nightmare, at least for me because I couldn't find many guides so I used shortcuts n got janky results. I've only been back to 3d and using blender for like 7 months or something but my experience is rigging is incredibly Easy for the most part, the only real problem I've had is not knowing the right terms to search for solutions.. "bone direction wrong blender" gives you a loooooot of animation results
@@drumboarder1 You could very easily be right that Blender is best in class -- I wouldn't know how to compare. What I do know is that 20+ years of using complex software development tools like Visual Studio to build entire back-end systems was LESS taxing on my brain than the mechanical busy-work Blender makes you go through. Sure, after 7 months of using this one program, you'll know all the keyboard shortcuts by heart and most of the weird UI decisions won't get in the way anymore. But what about the rest of us, who don't have most of our lives to dedicate to a single craft? 3D shouldn't be an expert skill, it should be accessible to everyone. Developer tools don't rely on icons, randomly floating buttons, hidden menus, and invisible keyboard shortcuts... but 3D programs get a pass for being special in this regard. I like to pick on Blender because it's the jankiest in terms of usability. Just take the scene hierarchy, the default panel on the right side. It's useless. Right-clicks reveal nothing useful. Delete doesn't actually delete. Multi-select within the window is somehow *different* from multi-selecting in the viewport. And OK, if you have 7 months to get used to this stuff, it's fine I guess -- but it's really not fine, lol.
@@dx3910 I'll give you that it's janky in ways but far less janky than Max was when I used it, after about a week of blender I was much happier than I ever was with Max (which I used on n off for a few years basically learning by trial n error). I'm not a 3d artist or anything, only ever dabbled like I do with photoshop (now gimp), music design (reaper, the others I've hated) making whatever mods for games (you want jank? Random modding tools deliver that in spades), etc. 3d software is complicated because it's able to do so many things, if you want something basic then you'll have to find something very specific, maybe mudbox that's exclusively sculpting, I only tried it in 09 for 15 minutes before my PC exploded but there wasn't a whole lot going on. People say mixamo can automatically rig for you, maybe give that a go. While blender definitely has its flaws, it needs to be complicated in order to be useful
How complex was your model? If you're just getting into 3D I would keep it simple and do something basic even if it is a bit boring compared to your 2D creations!
For fabric patterns that need to bend or wrap on to a model, I use extra UV layouts in blender where the piece of cloth is unwrapped like spread out unstitched fabric verically and horizontally aligned to U and V axes. The stiches of clothing will not always line up with the UV seams so I will make two or more UV layouts and mask textures to blend them. Its a bit complex but this way you can keep it all in blender and keep your textures procedural so that tweaking things down the line is easy.
At first I resisted suggesting Painter, but since you're using it, I agree, it's so powerful! For the not glossyness on the dirty maybe look at the glossy map, maybe it's a matter of cranking the contrast. AND VEINS blue and green veins will help sell the skin ALSO BLOOD MAPS . You can literally draw veins and use as photoshop to blend then. OMG FRECKLES old people, sun damage, lots of freckles trought the face. Art with old people is so good I can't hold myself!
With subscription you'll get access to community created library of materials, some are really cool, and you get very advanced and good looking substance designer graphs with it. Not necessary, but can be very handy.
Actually you can access the community library without subscription (just an account). You may talk about Substance 3D Assets which are materials made by us.
I always buy Substance from Steam and the thing is, you dont even need to update the software every year. Last version i bought before 2022 was 2019 and it served fine until 2022, when i think it got enough new features that was worth buying the updated version.
@@Notyourbusinesschap the price of the Steam is the same of using 3 months of the subscription. I used it for 3 years. Those features really didn't make a difference to me.
Yes yes yes..... absolutely yes....if you are texturing anything now a days and trying to make it look professional...you have to you substance painter or Mari. I am no pro but i have met people who are pro and it has to be this way or it have to be the hard way. Videogame development is already a very deficult endeavour and if you don't want to re-invent the wheel you have to invest into substance along with something that works as photoshop.
youd be surprised. the convenience of substance is how it corrals you into a workflow with no other options. you can mimic that workflow in other software. personally i dont like their fractal textures or anything, cycles is way cooler but it just takes more to compute because its more complex. substance makes materials that almost look cartoony
@@sadstrongman271 So you blame the tool because some artists using it are lazy and go for the fastest route? That's kinda stupid, you know? You can work with whatever texture you like in Painter and you can generate you own procedural mask and smart materials. Working with procedural shaders in Cycles is not only more compute intensive it also takes 10x longer. It's not even in competition with Painter - its a totally different sport. You want to create surfaces with proceduralism and whatever else in a node base environment? There is Substance Designer which is made for this. Both combined give an artist a serious edge over anybody not using them.
@@RyoMassaki interesting calling my opinion stupid because you dont agree with it, You know? it generally creates inferior looking textures that are more suited for games like overwatch or other stylized games. working with procedural shaders in cycles does not take 10 times longer- or maybe it does if you dont know how to do it. but looking at what his final results are in substance here is proof enough of my point. it looks like people are prioritizing convenience over results. ive used substance, i almost made the full jump over to it years ago. but sticking to cycles has been way more worth it because you can do way way way more with cycles. if you want 2 drag and drop 2 dirt textures and make a cavity map and call it a day thats great you can do that in substance.
@@sadstrongman271 Its a stupid opinion because it is wrong and you are essentially arguing using a fallacy. "It generally creates inferior looking textures" No it does not. Artists who use it may do so. "Garbage in, garbage out" applies. Yes, people are prioritizing convenience over working their ass off - this has always been the case. Blaming the tool for human behavior is just stupid.
The useful thing to keep in mind is that you can reimport you model Edit--->Project settings --> reimport. And you no longer need to bother if you have to redo youw unwraps. Your texture will allign with them although be aware that your brush strokes remain on the same place
i know in after effects you can change the number of triangles in that puppet warp. but ive never used it in photoshop now you can export between three programs!
I feel like you should use wounds sparingly in clusters around the face, I think it will look more like sores and less like he fell face-first on a cheese grater. Unless that's the look you're going for, of course. That sounds like the sort of injury my grandpa would get on his way to the duck blind... (Do you have bottle dumps rural in Ukraine or is that just an American thing?)
you can do something like the puppet warp in the latest version of substance as well, just set the layer projection to warp add more points and deform it.
Substance painter is good, but you can also use mudbox. Which lets you add a lot of extra detail. Your problem with your texture is that you haven't flattened your uvs correctly. I don't use blender I use 3ds max but you can straighten your uvs before exporting to substance painter. Then you can put your texture on straight.
I think that if you want to add wounds and stuff maybe instead of the face it could be just around the spine/shoulder area where his stomach is stretched, as if it's tearing slightly around whatever happened. Less like a zombie and maybe just weird. Also the face stuff distracts from it just being creepy and "off" instead of just like, "oh that's a monster" immediately. I think maybe if there was a tear at a shoulder blade that might be cool, maybe the skin is pealed back just slightly and showing whatever is underneath.
The other texture painting software you should check out are 3D Coat and Marmoset Toolbag 4. Both of them are clearly better than Quixel Mixer, and have their own distinct advantages over Substance.
for the shirt texture, you could "just" keep the original one (in perfect squares) and change the UV island shape with the UVpins and live unvrap of blender. I think it's better this way with no need to go in photoshop.
If you know how to UV and use the export tools, you should have ZERO problems going between software. I use ZBrush Maya Substance Painter/Designer Marmoset. You're exporting raw vertices around, there's no reason at all to have any issues if: 1) Your geometry is good, 2) You read all the checkboxes in your export dialogs. Not to mention that, when you go back from a texturing software to your 3D package, you're only bringing back images, not geometry.
Fix for problems with certain windows applications: • Right click the .exe file/ properties • Go to the Compatibility tab • Press the ”Change DPI settings” button • Experiment with High DPI scaling override •profit
Yeah as I said, it will make the whole app fuzzy, rendered in half-resolution. Which is how I work with it now, but it sure would be better to have full resolution for PAINTING ON A MODEL, ADOBE!
i think itd be cool if the witness himself was relatively clean and unbloodied while the part hugging him is visably dirty/hurt/gross like a parasite on what at first glance looks like a well put together cleaner human when in ?reality they are apart of each other? this also depends on how you want the lore to go of course but yeah youre doing great
when I looked it up just now on steam it was $149.99 per software. Still, better than $240 if you need just one app. If you need designer and painter why not make 2022 work for 2+ years, then still saving some $$.
so, if you get the perpetual license of substance by steam, you only need to pay more if you want to udpate? thats interesting, I use usbstance painter in my workflow and didnt know that. as a matter o f curiosity I wanted to know more about the addon you mentioned in the previous video, but that is interesting to know too, thanks for the info
Actually Mari can handle the wrap of any painting node. I have no clue why Substance missing it, better to say, why the existing wrap UV layout (working only inside fill layer with projection) is so weak and limited as it is right now.
Btw dude I offered you some knowhow in my last email, If you used it there would be no UV problems. There is only that much another package can give you before bad 3d fundamentals will show in your work. The tip is UV straightening, alignment and symmetry. If its clothing keep it on UV like fabric parts before they were sawn together.
Make the Skin more Blue purple color so ut would have more of a look like it has been there for a while, because if you look at it now it looks like it like just got there. And more skinier.
Quick question Boro, did you bake your model? I'm asking out of curiosity, because normally a generator like "edgewear" uses the meshmaps which are created from the bake. In this case, edgewear should only put dirt on the edges and high points because it uses the curvature map. If you did bake it, then ignore this question, but if you didn't then I highly recommend it! Generators work a lot better after you baked your model. It's also the strong point of substance, loading in your low poly and then baking your high poly on top to get amazing normal maps for games.
My biggest issue with Substance Painter is the color selector. I can just paint like in Photoshop having a color wheel (or even a box shaped color selector) _all the time_ on, it will disappear while painting, and the you have to click a bunch of buttons to bring it back, breaking the workflow. I have seen it is an unanswered complaint... (hey, if anyone knows how to fix it, I'm all ears... ) 👽
@@BoroCG I would be _very_ grateful, indeed. :) :) But please don't get discouraged if you don't solve it; I've tried a bunch of things... Even tried to find a paid addon or something.
I sure do hope the painting update to blender makes it somewhat comparable to substance, I'm not gonna support a subscription software n who knows how much longer they'll release stand alone releases on steam
Substance 3D painter 2022 cost 150$ on steam. Is that new? Did they increase the price from 60$ to 150$? (don't know if they are providing all the substance apps, from the looks of it, it looks like it's only substance painter)
5:30 I am guessing that you have not tried UV editing ,( apart from an image editor we also have a uv editor) there is no need for photoshop really. Pls comment if anyone needs some help.
I just wanted to say that even know you didn't mean t make it, *because you are making a follow along vid* but Thanks you for the symbol on the stomach It's looks cool to me.
My bad thought you said you paid 60$ for it without realizing you might have used other currency. I don't know where my brain was. still cool video man.
How did you bake everything into one texture? Judging by your previous videos everything is a separate object. Ive recently been getting back into character modeling and this video was actually the tipping point for me into buying the steam version of substance painter. Clothes were always super finicky for me because of this reason
I'm a longtime user of Substance Painter. I just want Substance Painter - I don't need Designer or Sampler. I used to pay 75-100 usd per year with maintenance updates for just SP. And now this Adobe hell. F****** knew this was gonna happen.
Wtf. I don't want to pay 200$ every month for software i don't need. I don't want to download steam just to use substance. I just want to buy a software once and use it freely. Adobe ruins everything what they touch. Their love to money is just out of this world.
Just Realize that u r from Ukraine) Тішуся, що під кожним відео є лінк на донат для підтримки українського народу. Дякую! зараз це як ніколи цінно і важливо!
i would have used a second uv set making the polys align to xy axis and then make it fit and then reproject it to the other uv set, but i have a weird uv transformation fetish, i cannot be trustet
I mean I wouldn't say never. There most definitely are situations where you just want to add some various tiny dirty details without using a ton of layers. Maybe it makes more sense if you're a painter. In any case, I was talking about technical differences in the engines, and the fact that you can set up material properties in the brush at any point instead of having to create another layer every time - I think it's a much more flexible setup
Is anyone else using Substance Painter with only a GTX 1650? The minimum requirements specify a bit higher cards (at some forum I read about a 1660 6gb), but I am working fine with the 1650. Adobe lists as minimum: 1060 (I suppose the 6gb version), Quadro M2000, and RX 580. All of which are "kind of" better than the 1650 (and with more VRAM) but not by much, except in the memory amount. As "recommended" it lists the 2080 (then, like a 3060 ti?), Quadro RTX 4000 (I prefer to buy a new car), or an AMD RX 6700 XT. And ideally, their "optimal" recommendation would be the 3080, Quadro RTX 6000, and RX 6800 XT. Dunno, I hope not to hit any problem with whatever the project, but the 1650 4GB is working for now.... :S 🤔
@@MyKiruha That is _really_ good to know, as I have only made basic projects till now, but the 1050ti is extremely similar to the 1650, so if it is fine in Substance, definitely then both are fine. Thanks!
@@3polygons yeah, so dont wory. I use substance with complex models(5-7 pieces) and a lot of subdivision and it World quite fast. Only one thing needs to say is that tout need a lot of memory 32gb+.
i use blender mainly because its free and as an 3d artist i don't make enough to offord all these software suites and i get paid 500 per month even though i am working 8 hours 7 days a week. its sad sad world.
great vid, my only issue is with the pentacle. silly, ik, but pentacles are demonized so often :( pentacles actually symbolize the five elements of water, earth, air, fire, and spirit in pagan and wiccan culture and spirituality. it's not evil at all. i just ask that you're respectful of that!
Hi! Um, so what about the upside-down version though? I drew an upside-down pentagram, which is a symbol of satanism, usually visualized with a goat in it. Like, a cross is also not an evil symbol, but an upside-down one is used to describe quite opposite opinions. Right?
the back is not recognizable with all the wounds in it. jut looks like a weird bloated stomach. i think we need to see the back anatomy to know what it is.
Substance Painter is great for something simple. But if you want to make something really complex you need to use nodes. Nodes give you the real power, especially for animation. You can't even play with UVs in Painter. Once you realize how much easier it is to use many UVs, masks (yeah, you can use masks and modifiers the same way in Blender) and nodes workflow you will never go back to straight layers.
Well for nodes substance designer is king and it has much more control than blender can provide And has lot of variations, generators etc But its not true that you can't make anything complex in substance painter You can .. you can create even the super complex material in painter too
@@VadimAndreyev substance designer purpose is to make materials and that too procedural which blender can't So whats different purpose it serves i can't understand
the thing about Substance Painter is, Adobe will probably stop releasing the Steam version next year because _Adobe_. But the Steam version is really great. It works natively in Linux!
i think that blood isn't creepy and steals the focus on the more creepy stuff tiny wounds are ok,, but that's just too much imo at least too much for the face
regarding puppet warp function I think I found something simmilar in krita. This tutorial talks about that function th-cam.com/video/TQ8iIQU9KHc/w-d-xo.html . The idea seems to be more less the same although I understand that in some cases it still may be preferable to use photoshop for this. Awesome video as always! :)
Hey there, this shadow thing you are talking about with blender and mari has nothing to do with the projection mode of the brush, the way it works is that regardless of projection mode you use, when you click to paint on the model a calculation is done to mask the result based on your brush on that point in space, this masking is done in 3d and because brushes are usually circles you do the masking as a simple sphere with the radius of your brush and you effectively paint your texture based on this 3D sphere projected back to UV space, this works fine for a single color but when you want to paint a textured brush now you have to decide from where it's "looking from", this is where the screen projection and/or normal projection comes in, and most of the times its simply an option in the software that you can change for different effects. This explanation was needed for you to understand what is this shadow, in reality for everything I said before there is no concept of shadow, and you can even say that blender and mari went a step further to actually add this shadow (although I know you think this is actually bad and not good). The way it works is that you first create this 3D sphere mask and then you use it to mask the texture projection so it only affects the area of the brush (in 3D) but THEN what happens if what you are painting is a simple sphere and the radius of the brush covers the entire sphere? should it paint the backside of the sphere from where the projection comes from? if it did you'd see this projected imaged "flipped on the other side" which wouldn't look good, so you filter this mask by the normal of the mesh, so only faces pointing to the point of the brush actually get painted. But now what happens if your mesh is actually two spheres lined up together, left and right, and your point for the brush is on the right of the right sphere and the radius covers BOTH spheres. What should it do now, should the stroke paint both sphere or just one? Blender and mari say it should only paint one, and the do this shadow casting to realize that the left sphere is in fact shadowed by the right sphere, while substance simply ignores this concept altogether so it paints both spheres. You can say you prefer substance approach but blender's and mari's aren't wrong either. So I think the best solution here is to have an option so you can turn of this shadow casting when you don't need it. Fortunately for you, blender does have this option, when in texture paint mode go the dropmenu from the "options" group, there should be an option there called "occlude" that you can turn off, this will fix the "shadow thing". There's also one that that turns off the one I was talking about before called "backface culling". Blender however is missing this normal projection mode, it only has view and this top down projection for whatever reason. Maybe I can add one for normal projection.
it is also weird if you'r working on a cintiq...like the submenus pop op on another screen, and eyedroper works weird. so the only solution I found is - make tablet screen main and beeing not extended workspace. wich makes no point in using a second screen, other wise you are demonstrating your work process to an audience.
I did like him without the bloody soars, however if you do go with this bloody route, make sure there is puss and maybe some gross green stuff oozing out which I think would make it creepier. Or you could also make some of it scabbed over to add to this creepy effect.
Maybe you can switch between the two and have him covered in sores as he gets hurt?
@@lelduck6388 I thought of this after. I could see like a tearable mesh, or when parts of it get hit those parts get removed. Idk how complicated that is considering you would have to have 2 models layered on top of each other.
Bruising aswell!
I think the scabs look good as tiny wounds if you decide to keep them at all. They kind of take away from all of the nice details you sculpted, they're kind of distracting, I also don't know if they really add to the idea of unwanted physical contact, though I suppose if they where to look like some sort of disease spread through contact. I don't know if you're going for zombies, but it really screams zombie, not deeper manifestations of trauma. Lmao it seems like you might agree since you got rid of it at the end
It would maybe be cool to make the skin gross (bruising, bloating) rather then wounds
i really like substance painter. im also thinking about learning substance designer. that one also works with node systems but its easier to make environment textures with it, like gravel, floorboards, rock walls, basically everything that has repeating or random patterns to it.
Exaaactly like me I want to learn substance designer
Do u know that you can make a material like hand painted and works with every object you use
This will save hundreds of hours 😭
@@allawi8120 I made a graph that does exactly this. I used it for all the textures in my game.
I've been looking for a really good video showing WHY you'd want to buy Substance if you're using Blender, and of course you were the one to make exactly the video I needed. You covered everything I needed to know, AND you explained why it's better than Blender. Absolutely amazing.
Glad I could help!
Most annoying part of Substance Painter for me is fact that it still doesn't support multiple UV sets.
But brushes itself and bunch of presets makes it very comfortable to use. So in most projects I'm using both: Painter and Blender, for different actions.
Can I ask you what you mean with multiple UV sets? out of curiosity, since Substance painter has texture set support and UDIM support. I have a 3dsmax to Substance workflow and substance painter separates UV's in different layers if you assign materials to your texture sets. Or do you mean something else?
Substance painter supports udims. And it has been supporting painting across udims for quite a while. And if your not talking about udims and actual different objects with their own material, substance also lets you work with that. Treats each material as it’s own layer group
@@bobsteven2363 no. not UDIMs. Multiple UV sets. Different UV coordinates for same vertices, same exact triangles. Very helpful feature for game assets creation. For example, you have police car. Left and right sides can't be overlapped because of text on base color. But geometrically they are exactly the same. So for normal map car can be unwrapped differently, with multiple overlaps (left side on top of right), which allow you to get much better texel density with same resolution. It allows you to use smaller normal map (comparing to base color) in game engine for same quality, or get better shading while texture size unchanged. Works even better on asset packs with multiple similar elements: that technic allows to maximize texel density and variability at the same time.
@@Eyks001 So are you saying that you make a normal map for one model with stacked islands then you transfer that normal map to a model with unstacked islands? Doesn’t the normal map and albedo map have to map to the exact same uv coordinates because every fbx/obj have their Uvs baked in. I’m sorry, I’m having a hard time understanding you. Something I’ve never heard about. As for assets with repeating geometry, you can can stack their uv islands to save space and on substance painter, you can bake and paint them. What you do to one is copied to the next. Hmmm maybe you can show me a video that has what your saying
@@Eyks001 This is somewhere in the backlog (no ETA though)
I'm a 2D artist like you, I tried making a 3D avatar rig and it was a nightmare. It was a week of scrounging for any kind of tutorial or post or anything to fix a billion problems that didn't make any sense. I'd love to fix all of the issues with my character that I didn't realize would end up being problems, but damn if I can't relearn all of that just to try again. I just can't work creatively in an endless sea of complex connectivity between systems and drop downs and code and plugins and maps and nodes. Its like I just want to adjust things but you can't because it screws everything else up in the conga line of systems and functions that all interconnect in ways you cant foresee. And that was before I even got to substance painter.
Agreed -- programmer turned [bad] artist here, but despite this, I nearly gave up rigging. It's not you. Historically, things are this bad because 3D file formats were treated like trade secrets -- Blender only got attention long term because, being OSS, a lot of the format problems were solvable by random people. However, Blender seems to be the least usable, and that's unlikely to change. It has roots in Amiga and attracts almost exclusively sqaure-eyed developers, so almost all of its problems were intentionally programmed for "reasons"... good luck explaining to these guys that leaning on Python was the wrong choice. When you move to Max/Maya, however, you pay more, lose a ton of customization for workflow, and are stuck with Autodesk, so Blender still winds up being "better" in a lot of cases. If you move to the sculpting apps, getting your mesh exported in a format that isn't damaged becomes an exercise of working around limitations and guess work. Argh!
But I'm a newbstick and have no idea what's out there these days, maybe you'll get a helpful comment instead of this peanut gallery BS from me ;)
@@dx3910 that's weird I've only ever heard people sing blender's praises when it comes to rigging, saw some professional say they would export from Maya to blender for rigging then send it back to Maya for animation.
I started mucking around with Max in the late 2000s n rigging was a nightmare, at least for me because I couldn't find many guides so I used shortcuts n got janky results.
I've only been back to 3d and using blender for like 7 months or something but my experience is rigging is incredibly Easy for the most part, the only real problem I've had is not knowing the right terms to search for solutions.. "bone direction wrong blender" gives you a loooooot of animation results
@@drumboarder1 You could very easily be right that Blender is best in class -- I wouldn't know how to compare. What I do know is that 20+ years of using complex software development tools like Visual Studio to build entire back-end systems was LESS taxing on my brain than the mechanical busy-work Blender makes you go through.
Sure, after 7 months of using this one program, you'll know all the keyboard shortcuts by heart and most of the weird UI decisions won't get in the way anymore. But what about the rest of us, who don't have most of our lives to dedicate to a single craft? 3D shouldn't be an expert skill, it should be accessible to everyone. Developer tools don't rely on icons, randomly floating buttons, hidden menus, and invisible keyboard shortcuts... but 3D programs get a pass for being special in this regard.
I like to pick on Blender because it's the jankiest in terms of usability. Just take the scene hierarchy, the default panel on the right side. It's useless. Right-clicks reveal nothing useful. Delete doesn't actually delete. Multi-select within the window is somehow *different* from multi-selecting in the viewport. And OK, if you have 7 months to get used to this stuff, it's fine I guess -- but it's really not fine, lol.
@@dx3910 I'll give you that it's janky in ways but far less janky than Max was when I used it, after about a week of blender I was much happier than I ever was with Max (which I used on n off for a few years basically learning by trial n error).
I'm not a 3d artist or anything, only ever dabbled like I do with photoshop (now gimp), music design (reaper, the others I've hated) making whatever mods for games (you want jank? Random modding tools deliver that in spades), etc.
3d software is complicated because it's able to do so many things, if you want something basic then you'll have to find something very specific, maybe mudbox that's exclusively sculpting, I only tried it in 09 for 15 minutes before my PC exploded but there wasn't a whole lot going on.
People say mixamo can automatically rig for you, maybe give that a go.
While blender definitely has its flaws, it needs to be complicated in order to be useful
How complex was your model? If you're just getting into 3D I would keep it simple and do something basic even if it is a bit boring compared to your 2D creations!
For fabric patterns that need to bend or wrap on to a model, I use extra UV layouts in blender where the piece of cloth is unwrapped like spread out unstitched fabric verically and horizontally aligned to U and V axes. The stiches of clothing will not always line up with the UV seams so I will make two or more UV layouts and mask textures to blend them. Its a bit complex but this way you can keep it all in blender and keep your textures procedural so that tweaking things down the line is easy.
I literally just read the comment talking about Substance Painter on the previous video wtf
Massive respect dude - looks sick!
Standard price on Steam is $150 per app, or $220/year +30 assets a month, or you can pay $20/month and cancel anytime.
At first I resisted suggesting Painter, but since you're using it, I agree, it's so powerful! For the not glossyness on the dirty maybe look at the glossy map, maybe it's a matter of cranking the contrast. AND VEINS blue and green veins will help sell the skin ALSO BLOOD MAPS . You can literally draw veins and use as photoshop to blend then. OMG FRECKLES old people, sun damage, lots of freckles trought the face. Art with old people is so good I can't hold myself!
With subscription you'll get access to community created library of materials, some are really cool, and you get very advanced and good looking substance designer graphs with it. Not necessary, but can be very handy.
Actually you can access the community library without subscription (just an account). You may talk about Substance 3D Assets which are materials made by us.
I always buy Substance from Steam and the thing is, you dont even need to update the software every year. Last version i bought before 2022 was 2019 and it served fine until 2022, when i think it got enough new features that was worth buying the updated version.
@@Notyourbusinesschap the price of the Steam is the same of using 3 months of the subscription. I used it for 3 years. Those features really didn't make a difference to me.
Yes yes yes..... absolutely yes....if you are texturing anything now a days and trying to make it look professional...you have to you substance painter or Mari. I am no pro but i have met people who are pro and it has to be this way or it have to be the hard way. Videogame development is already a very deficult endeavour and if you don't want to re-invent the wheel you have to invest into substance along with something that works as photoshop.
youd be surprised. the convenience of substance is how it corrals you into a workflow with no other options. you can mimic that workflow in other software. personally i dont like their fractal textures or anything, cycles is way cooler but it just takes more to compute because its more complex. substance makes materials that almost look cartoony
@@sadstrongman271 So you blame the tool because some artists using it are lazy and go for the fastest route?
That's kinda stupid, you know?
You can work with whatever texture you like in Painter and you can generate you own procedural mask and smart materials.
Working with procedural shaders in Cycles is not only more compute intensive it also takes 10x longer.
It's not even in competition with Painter - its a totally different sport. You want to create surfaces with proceduralism and whatever else in a node base environment?
There is Substance Designer which is made for this.
Both combined give an artist a serious edge over anybody not using them.
@@RyoMassaki interesting calling my opinion stupid because you dont agree with it, You know? it generally creates inferior looking textures that are more suited for games like overwatch or other stylized games. working with procedural shaders in cycles does not take 10 times longer- or maybe it does if you dont know how to do it. but looking at what his final results are in substance here is proof enough of my point. it looks like people are prioritizing convenience over results. ive used substance, i almost made the full jump over to it years ago. but sticking to cycles has been way more worth it because you can do way way way more with cycles. if you want 2 drag and drop 2 dirt textures and make a cavity map and call it a day thats great you can do that in substance.
@@sadstrongman271 Its a stupid opinion because it is wrong and you are essentially arguing using a fallacy.
"It generally creates inferior looking textures"
No it does not. Artists who use it may do so. "Garbage in, garbage out" applies. Yes, people are prioritizing convenience over working their ass off - this has always been the case. Blaming the tool for human behavior is just stupid.
@@RyoMassaki sorry baby if i hurt ur feelings :( but just look at the substance designer materials people make if u dont see it u dont see it
I love blender, its modelling, sculpting.. UV mapping, render etc are amazing... but texturing is left to substance painter. It IS just so good.
The useful thing to keep in mind is that you can reimport you model Edit--->Project settings --> reimport. And you no longer need to bother if you have to redo youw unwraps. Your texture will allign with them although be aware that your brush strokes remain on the same place
i know in after effects you can change the number of triangles in that puppet warp. but ive never used it in photoshop
now you can export between three programs!
He’s not just a witness, he’s a believer! Haleluja glory to the substance.
you should not warp your texture but actually use a straighten uv, keep learning you are doing great!
Substance I've found is one of the more intuitive programs for 3D, as always love to see your progress
Mask Tools in Blender have almost everything of Substance painter...but Painter is a full fledged software specifically designed for texturing
Agreed. One can achieve similar results directly in Blender, with a bit more finagling. Thanks to Blender's open source team.
@@LarsVision yes...exactly
Can't project brush strokes properly though.
@@BoroCG so strange how the texture painting brush doesn't work like that, thankfull the sculpt brush does tho! xd
I feel like you should use wounds sparingly in clusters around the face, I think it will look more like sores and less like he fell face-first on a cheese grater. Unless that's the look you're going for, of course. That sounds like the sort of injury my grandpa would get on his way to the duck blind...
(Do you have bottle dumps rural in Ukraine or is that just an American thing?)
Thank you for the tip on Steam! I never would consider substance just because it’s too expensive but that is actually affordable!
People still pay for software?
yeah once you go substance, that's it no turning back. I learned it months ago and it has been serving me well
dude so now u are 3d artist :) welcome to the ganggggggg
you can do something like the puppet warp in the latest version of substance as well, just set the layer projection to warp add more points and deform it.
Substance painter is good, but you can also use mudbox. Which lets you add a lot of extra detail. Your problem with your texture is that you haven't flattened your uvs correctly. I don't use blender I use 3ds max but you can straighten your uvs before exporting to substance painter. Then you can put your texture on straight.
I never knew you could just BUY substance painter on steam, I knew it was subscription but thats awesome to find out.... subscribed!
I think that if you want to add wounds and stuff maybe instead of the face it could be just around the spine/shoulder area where his stomach is stretched, as if it's tearing slightly around whatever happened. Less like a zombie and maybe just weird. Also the face stuff distracts from it just being creepy and "off" instead of just like, "oh that's a monster" immediately. I think maybe if there was a tear at a shoulder blade that might be cool, maybe the skin is pealed back just slightly and showing whatever is underneath.
The other texture painting software you should check out are 3D Coat and Marmoset Toolbag 4. Both of them are clearly better than Quixel Mixer, and have their own distinct advantages over Substance.
for the shirt texture, you could "just" keep the original one (in perfect squares) and change the UV island shape with the UVpins and live unvrap of blender. I think it's better this way with no need to go in photoshop.
If you know how to UV and use the export tools, you should have ZERO problems going between software. I use ZBrush Maya Substance Painter/Designer Marmoset. You're exporting raw vertices around, there's no reason at all to have any issues if: 1) Your geometry is good, 2) You read all the checkboxes in your export dialogs. Not to mention that, when you go back from a texturing software to your 3D package, you're only bringing back images, not geometry.
Fix for problems with certain windows applications:
• Right click the .exe file/ properties
• Go to the Compatibility tab
• Press the ”Change DPI settings” button
• Experiment with High DPI scaling override
•profit
Yeah as I said, it will make the whole app fuzzy, rendered in half-resolution. Which is how I work with it now, but it sure would be better to have full resolution for PAINTING ON A MODEL, ADOBE!
i think itd be cool if the witness himself was relatively clean and unbloodied while the part hugging him is visably dirty/hurt/gross like a parasite on what at first glance looks like a well put together cleaner human when in ?reality they are apart of each other? this also depends on how you want the lore to go of course but yeah youre doing great
when I looked it up just now on steam it was $149.99 per software. Still, better than $240 if you need just one app. If you need designer and painter why not make 2022 work for 2+ years, then still saving some $$.
3D coat is another great texture painting program alternative
Along with Agama Materials. There's also the Layer Painter add on for Blender.
Adobe must have seen this video, the Steam price is now $149.99
so, if you get the perpetual license of substance by steam, you only need to pay more if you want to udpate? thats interesting, I use usbstance painter in my workflow and didnt know that. as a matter o f curiosity I wanted to know more about the addon you mentioned in the previous video, but that is interesting to know too, thanks for the info
Actually Mari can handle the wrap of any painting node. I have no clue why Substance missing it, better to say, why the existing wrap UV layout (working only inside fill layer with projection) is so weak and limited as it is right now.
Btw dude I offered you some knowhow in my last email, If you used it there would be no UV problems. There is only that much another package can give you before bad 3d fundamentals will show in your work. The tip is UV straightening, alignment and symmetry. If its clothing keep it on UV like fabric parts before they were sawn together.
substance makes more sense first thing id say is well the resolution is way better on substance but lovin what your creating BoroCG
Hi, as for 5th of June 2022 each app cost 126 euro on steam.
Just want to point it out.
Make the Skin more Blue purple color so ut would have more of a look like it has been there for a while, because if you look at it now it looks like it like just got there.
And more skinier.
Quick question Boro, did you bake your model? I'm asking out of curiosity, because normally a generator like "edgewear" uses the meshmaps which are created from the bake. In this case, edgewear should only put dirt on the edges and high points because it uses the curvature map. If you did bake it, then ignore this question, but if you didn't then I highly recommend it! Generators work a lot better after you baked your model. It's also the strong point of substance, loading in your low poly and then baking your high poly on top to get amazing normal maps for games.
Nice bro!
why would there be scale issues when you're just texturing in Substance Painter and get texture maps out of it?
My biggest issue with Substance Painter is the color selector. I can just paint like in Photoshop having a color wheel (or even a box shaped color selector) _all the time_ on, it will disappear while painting, and the you have to click a bunch of buttons to bring it back, breaking the workflow. I have seen it is an unanswered complaint... (hey, if anyone knows how to fix it, I'm all ears... ) 👽
Oh yeah that's interesting to make work. Will let you know if I find a good setup for it
@@BoroCG I would be _very_ grateful, indeed. :) :) But please don't get discouraged if you don't solve it; I've tried a bunch of things... Even tried to find a paid addon or something.
I sure do hope the painting update to blender makes it somewhat comparable to substance, I'm not gonna support a subscription software n who knows how much longer they'll release stand alone releases on steam
Finally. You succumbed to the dark side and shed your "blender only" motif.
Welcome to the pipeline
Is there a blender expert here? I can't believe blender doesn't project the brush on to the surface, i just thought i didn't find the option yet.
This is the way
Substance 3D painter 2022 cost 150$ on steam. Is that new? Did they increase the price from 60$ to 150$? (don't know if they are providing all the substance apps, from the looks of it, it looks like it's only substance painter)
it's generally 150, but can be modified by Steam depending on the region you live
5:30 I am guessing that you have not tried UV editing ,( apart from an image editor we also have a uv editor) there is no need for photoshop really. Pls comment if anyone needs some help.
I just wanted to say that even know you didn't mean t make it, *because you are making a follow along vid* but Thanks you for the symbol on the stomach It's looks cool to me.
would you consider releasing the mesh for maybe a community texturing challenge?
is this in my adobe subscription (i got the everything sub)
so my "all apps" subscription.. is NOT all apps. how does that mean "All" lol wtf
The shirt texture warping thing sounds like it could've all be done inside Blender itself...
I started the video in the hype
Is there any app for modeling from adobe???
you may wanna take a look into Nvidea Omniverse
My bad thought you said you paid 60$ for it without realizing you might have used other currency. I don't know where my brain was. still cool video man.
60?! Woah it cost me $170 a piece on steam. Bought them 2 months ago
video was awesome, but maybe use the shirt next time instead of flesh to reduce therapy expenses
How did you bake everything into one texture? Judging by your previous videos everything is a separate object. Ive recently been getting back into character modeling and this video was actually the tipping point for me into buying the steam version of substance painter. Clothes were always super finicky for me because of this reason
With the baked lighting filter maybe
Can i texture for your project ?
I'm a longtime user of Substance Painter. I just want Substance Painter - I don't need Designer or Sampler. I used to pay 75-100 usd per year with maintenance updates for just SP. And now this Adobe hell. F****** knew this was gonna happen.
Can you put the base human model in the description?
Wtf. I don't want to pay 200$ every month for software i don't need. I don't want to download steam just to use substance. I just want to buy a software once and use it freely. Adobe ruins everything what they touch. Their love to money is just out of this world.
I don't touch Adobe unless it's a pirated version.
how did u get the app on steam for 60$
i found it for 150$ haha
Just Realize that u r from Ukraine) Тішуся, що під кожним відео є лінк на донат для підтримки українського народу. Дякую! зараз це як ніколи цінно і важливо!
This is awesome, but I was eating while watching... I almost puked at 11:17 lol
i would have used a second uv set making the polys align to xy axis and then make it fit and then reproject it to the other uv set, but i have a weird uv transformation fetish, i cannot be trustet
Finally picked up Substances Painter, but the price has gone up to $150
I dont think using one layer for different kind of strokes, at least colorwise and with different roughness/reflection is a good idea at all
I mean I wouldn't say never. There most definitely are situations where you just want to add some various tiny dirty details without using a ton of layers. Maybe it makes more sense if you're a painter. In any case, I was talking about technical differences in the engines, and the fact that you can set up material properties in the brush at any point instead of having to create another layer every time - I think it's a much more flexible setup
Is anyone else using Substance Painter with only a GTX 1650? The minimum requirements specify a bit higher cards (at some forum I read about a 1660 6gb), but I am working fine with the 1650. Adobe lists as minimum: 1060 (I suppose the 6gb version), Quadro M2000, and RX 580. All of which are "kind of" better than the 1650 (and with more VRAM) but not by much, except in the memory amount. As "recommended" it lists the 2080 (then, like a 3060 ti?), Quadro RTX 4000 (I prefer to buy a new car), or an AMD RX 6700 XT. And ideally, their "optimal" recommendation would be the 3080, Quadro RTX 6000, and RX 6800 XT. Dunno, I hope not to hit any problem with whatever the project, but the 1650 4GB is working for now.... :S 🤔
I use it with 1050ti. Works fine by me
@@MyKiruha That is _really_ good to know, as I have only made basic projects till now, but the 1050ti is extremely similar to the 1650, so if it is fine in Substance, definitely then both are fine. Thanks!
@@3polygons yeah, so dont wory. I use substance with complex models(5-7 pieces) and a lot of subdivision and it World quite fast. Only one thing needs to say is that tout need a lot of memory 32gb+.
wouldn't it be cool to add necrosis on some places?, just like patches of black rotting skin
Also yellow spots. May sound lame, but on corpses it looks very real to use actual cadaver decay colors like that
i use blender mainly because its free and as an 3d artist i don't make enough to offord all these software suites and i get paid 500 per month even though i am working 8 hours 7 days a week. its sad sad world.
Oh that's absolutely gross, I love it!
great vid, my only issue is with the pentacle. silly, ik, but pentacles are demonized so often :( pentacles actually symbolize the five elements of water, earth, air, fire, and spirit in pagan and wiccan culture and spirituality. it's not evil at all. i just ask that you're respectful of that!
Hi! Um, so what about the upside-down version though? I drew an upside-down pentagram, which is a symbol of satanism, usually visualized with a goat in it. Like, a cross is also not an evil symbol, but an upside-down one is used to describe quite opposite opinions. Right?
I'm more of a Mari person myself... but good choice.
$60? In the US they're $150 each. Still an amazing deal but not as amazing as $60. I still buy both painter and designer every year on steam.
just looked up substance. its adobe now. sad :(
the back is not recognizable with all the wounds in it. jut looks like a weird bloated stomach. i think we need to see the back anatomy to know what it is.
Substance Painter is great for something simple. But if you want to make something really complex you need to use nodes. Nodes give you the real power, especially for animation. You can't even play with UVs in Painter. Once you realize how much easier it is to use many UVs, masks (yeah, you can use masks and modifiers the same way in Blender) and nodes workflow you will never go back to straight layers.
Well for nodes substance designer is king and it has much more control than blender can provide
And has lot of variations, generators etc
But its not true that you can't make anything complex in substance painter
You can .. you can create even the super complex material in painter too
@@cooldragoncool3046 the purpose of SD is so much different so I can't agree with you
@@VadimAndreyev substance designer purpose is to make materials and that too procedural which blender can't
So whats different purpose it serves i can't understand
@@cooldragoncool3046 in Blender and Painter you can paint
@@VadimAndreyev painter have generators masks grunge maps etc blender don't have that
those wounds in his body are actually making me feel sick so congrats
the thing about Substance Painter is, Adobe will probably stop releasing the Steam version next year because _Adobe_. But the Steam version is really great. It works natively in Linux!
Adobe is pure evil, indeed
i think that blood isn't creepy and steals the focus on the more creepy stuff
tiny wounds are ok,, but that's just too much imo
at least too much for the face
The wounds cost you the ability to almost think it’s a person, which I thought you’d been going for this far, so I think you shouldn’t use them
Free vs Adobe pricing. I'll stick to Blender.
Why not make it into a 3d art piece at this point
Substance painter let’s you get a lot more detail then texturing in blender alone could.
I thought it was about artists using substances when they make art 😂
regarding puppet warp function I think I found something simmilar in krita. This tutorial talks about that function th-cam.com/video/TQ8iIQU9KHc/w-d-xo.html . The idea seems to be more less the same although I understand that in some cases it still may be preferable to use photoshop for this. Awesome video as always! :)
Oooh that looks really close! Maybe actually just about the same, which is awesome, thank you!
The same thing could have been achieved in substance painter itself using a transform filter..
Disgusting beans.... love it
yeah i liked it better without the blood
Hey there, this shadow thing you are talking about with blender and mari has nothing to do with the projection mode of the brush, the way it works is that regardless of projection mode you use, when you click to paint on the model a calculation is done to mask the result based on your brush on that point in space, this masking is done in 3d and because brushes are usually circles you do the masking as a simple sphere with the radius of your brush and you effectively paint your texture based on this 3D sphere projected back to UV space, this works fine for a single color but when you want to paint a textured brush now you have to decide from where it's "looking from", this is where the screen projection and/or normal projection comes in, and most of the times its simply an option in the software that you can change for different effects.
This explanation was needed for you to understand what is this shadow, in reality for everything I said before there is no concept of shadow, and you can even say that blender and mari went a step further to actually add this shadow (although I know you think this is actually bad and not good). The way it works is that you first create this 3D sphere mask and then you use it to mask the texture projection so it only affects the area of the brush (in 3D) but THEN what happens if what you are painting is a simple sphere and the radius of the brush covers the entire sphere? should it paint the backside of the sphere from where the projection comes from? if it did you'd see this projected imaged "flipped on the other side" which wouldn't look good, so you filter this mask by the normal of the mesh, so only faces pointing to the point of the brush actually get painted. But now what happens if your mesh is actually two spheres lined up together, left and right, and your point for the brush is on the right of the right sphere and the radius covers BOTH spheres. What should it do now, should the stroke paint both sphere or just one? Blender and mari say it should only paint one, and the do this shadow casting to realize that the left sphere is in fact shadowed by the right sphere, while substance simply ignores this concept altogether so it paints both spheres.
You can say you prefer substance approach but blender's and mari's aren't wrong either. So I think the best solution here is to have an option so you can turn of this shadow casting when you don't need it. Fortunately for you, blender does have this option, when in texture paint mode go the dropmenu from the "options" group, there should be an option there called "occlude" that you can turn off, this will fix the "shadow thing". There's also one that that turns off the one I was talking about before called "backface culling". Blender however is missing this normal projection mode, it only has view and this top down projection for whatever reason. Maybe I can add one for normal projection.
Why does he look like a friendly old man tho?
it is also weird if you'r working on a cintiq...like the submenus pop op on another screen, and eyedroper works weird. so the only solution I found is - make tablet screen main and beeing not extended workspace. wich makes no point in using a second screen, other wise you are demonstrating your work process to an audience.
I'm sure adobe can break every app. ;)