EVERYTHING You Need To Get Started Texturing Large Game Assets

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  • เผยแพร่เมื่อ 12 ม.ค. 2025

ความคิดเห็น • 203

  • @frankie3351
    @frankie3351 ปีที่แล้ว +197

    I'm not sure beginners watching this will realize how insanely valuable this video is. This is a fucking gold mine of information that I know from experience is definitely not being taught in art schools. Great stuff dude!

    • @tiedie
      @tiedie  ปีที่แล้ว +9

      Appreciate it! Certainly wasn't taught at my school either lol

    • @DarkerCry
      @DarkerCry ปีที่แล้ว +1

      @@tiedie Yah, this is great. I've hard to learn a lot of these things on my own time and at work, so noobs should really appreciate this more lol

    • @harrysanders818
      @harrysanders818 ปีที่แล้ว

      Amen

    • @Levi_Zacharias
      @Levi_Zacharias ปีที่แล้ว

      My school has taught me all these basics, this is a fabulous reference point! I count myself lucky to have such a great schooling experience, along with resources like this.

    • @reachingeric
      @reachingeric ปีที่แล้ว

      Does he actually explain how to achieve these methods? As far as i can see its just a gallery showcase. Nothing in his project file even explains the function calls or whats under the hood to get these working. even at 9 bucks its a waste of money and patience so far.

  • @mckseal
    @mckseal ปีที่แล้ว +22

    Holy moly - this should serve as the prime example of how tutorials should be made.
    Context, various methods, files provided, links to learn more on other things.

  • @tiedie
    @tiedie  ปีที่แล้ว +48

    Had to reupload this since the first version was set at 360p for over 5 hours. That first version got a lot of love so thanks for that, hope this video can be of some use to newer artists ^__^

    • @2bit8bytes
      @2bit8bytes ปีที่แล้ว

      Was this an April Fools joke?

    • @tiedie
      @tiedie  ปีที่แล้ว +5

      @@2bit8bytes nope, youtube really did me dirty ;-;

  • @samgoldwater
    @samgoldwater ปีที่แล้ว +8

    Telling the story of increasing complexity by solving one problem leading into the next makes this some of the best env art tuition on youtube, thank you for your generosity putting these together ❤

  • @SirEpifire
    @SirEpifire 11 หลายเดือนก่อน +1

    A little trick I remember hearing the guys at Arkane talk about, was a way to get seamless tiling of a modular wallpaper set in Dishonored 2. To make sure the outer edge always tiled without a noticeable seam, they would assign the same surface two UVs. Each would align to it's respective side and then the material would uniformly blend them where they intersect in the center. With very structured textures (like bricks or stone) I could see that needing another mask to filter the blend but I've always wanted to try that.
    Anyways, great video! I hadn't realized how easy it was to setup BSP-like, world texture coordinates to standard materials. I'll have to apply that to my next portfolio scene!

  • @kagunslinger767
    @kagunslinger767 5 หลายเดือนก่อน +1

    I am not even halfway through the video and I've already had so many epiphanies. What a great, great tutorial. I'm grinning. Thank you so much.
    i luv u

  • @xylvnking
    @xylvnking ปีที่แล้ว +10

    I've learned so much on youtube and this is like the holy grail of overview content. About to binge your whole channel, thank you.

  • @jiwonjung6254
    @jiwonjung6254 10 หลายเดือนก่อน +1

    I'm just starting my personal project using Unreal Engine,
    and I can't tell you how helpful your videos are.
    Thank you for your hard work.
    really thanks.

  • @mictony999
    @mictony999 3 หลายเดือนก่อน +1

    ive been looking for this kind of video when I was starting out with my game. I've basically learned most of this the hard way thru trial and error but I still learned a couple of new things. this is very valuable for beginners and should be push out more by the algorithm. no one in this app seem to wanna talk about the texturing process in this scale. most are usually for single objects and others have stylized workflows. thank you for this

  • @tigerag29607
    @tigerag29607 ปีที่แล้ว +3

    Please more of this! Wow... I've been doing enviorment work for a few months now and no other video has given me near this much important info!

  • @Samwidges21
    @Samwidges21 หลายเดือนก่อน

    I never thought of cutting out the decals and modelling them to the shape you need them to fit, I have only ever used them on flat quads - so obvious in hindsight but bloody brilliant! Also, using the height map for the vertex painting and adding noise to the overlaying texture makes a huge difference, looked amazing!

  • @eb_gameart
    @eb_gameart 4 หลายเดือนก่อน +1

    This is one of the greatest videos I've seen in TH-cam about this topic, thank you for such a valuable information!

  • @robertshaer6603
    @robertshaer6603 ปีที่แล้ว +10

    Dylan this is absolute gold - thank you so much. All these methods explained succinctly and expertly. Thanks a million mate - the work that goes into this and all your other vids/tutorials is very much appreciated! 🙂

  • @amassasa
    @amassasa ปีที่แล้ว +1

    This video has all the information that I was trying to find, and a lot more. Thank you very much for this fantastic ressource.

  • @RodolfoSilva_Artist
    @RodolfoSilva_Artist ปีที่แล้ว

    As a professional working in the industry, I wish I had access to this video when I was still learning "Game art" and "Technical art". Thank you and great job! I'm going to save and share this whenever these topics come up with newcomers to the industry :)

    • @tiedie
      @tiedie  ปีที่แล้ว +1

      really happy to hear that! Thats exactly why I made this, thanks for the kind words :D

  • @mehmedmaloparic
    @mehmedmaloparic 2 หลายเดือนก่อน

    Thank you so much for sharing your knowledge. I am just starting to get familiar with modeling and texturing and i've already ran into issues within my game that I had no clue how to solve and this video just opened my eyes to all the stuff i've done wrong. I now actually understand why my walls look consistent (texel density) and why one object looks super crisp and another is blurry. Im not even halfway through and I am feeling empowered to make better art!

  • @mikelockett
    @mikelockett 5 หลายเดือนก่อน

    Thank you so much for this! I don't have anything more to add that hasn't already been said in other comments but just adding mine to help boost the vid and your channel. I'll be checking out your trim sheet tutorial next. Keep them coming!!

  • @VillanuevaMedia
    @VillanuevaMedia ปีที่แล้ว

    Hey tiedie, I remember watching you years ago when you'd tell stories... now i've graduated college haha. I'm glad to see you're doing what you love.

  • @StuCheeks
    @StuCheeks ปีที่แล้ว +2

    Holy shit, this is the kind of info I've wanted longer than I can even remember. Thank you so much!! Seriously.
    I can't express enough how useful this is. I've always felt like this stuff is locked behind a top secret game dev vault, and I usually just kind of fumble through doing things without ever getting quite what I want out of materials until I get frustrated enough to quit trying only to try again and fail again later on. So again, thank you.

  • @3TQHAJSHNQ
    @3TQHAJSHNQ 5 หลายเดือนก่อน

    This is by far the best video on youtube for a solid overview of these topics. Thanks so much.

  • @itsMBWAAA
    @itsMBWAAA ปีที่แล้ว

    when it comes to materials and texturing, UV mapping and unwrapping, I know next to nothing and it is so intimidating lol. This info is sooo valuable to anyone trying to get a grasp on this stuff. Thank you! Liked n subbed!

  • @sunwolz
    @sunwolz ปีที่แล้ว +1

    What you, sir, are doing here is just PURE GOLD. I mean, this is SO useful and so well explained, this will save sooo much time for junior modelers and broaden their eyes on the game pipelines. Thank you so much for such good content.

  • @KalistosGaming
    @KalistosGaming 2 หลายเดือนก่อน

    Exactly what I was looking for ! Now to take the time to adjust textures for each instance I will use it on and my memory will be greatfull for not having to process million 8k textures in one scene to get high detail XD

  • @chinarvartak4738
    @chinarvartak4738 10 หลายเดือนก่อน

    This is one of the most important videos for anyone who wants to get into optimizing ue5 materials/shades...

  • @Ben-zv5op
    @Ben-zv5op ปีที่แล้ว

    This video just changed my life. Thank you Tiedie.

  • @adriannaoshea
    @adriannaoshea ปีที่แล้ว +5

    Great overview! I'd love a video about the performance considerations for these different techniques and some advice about when certain approaches are worth it and when they are not.

    • @tiedie
      @tiedie  ปีที่แล้ว +6

      Most of these are designed to be pretty light. The more materials you layer on with vert paint or layer blends the more expensive. Projected decals are costly, while mesh decals are cheap. All in all only use what you need, the less materials you can get away with the best

    • @j3nn_3d
      @j3nn_3d 8 หลายเดือนก่อน

      I was wondering about adding the verts for painting. I would imagine this being ok for something like last of us but maybe not for an open world. Would that be true? I know we have next gen standards now but I guess my brain still thinks oh no that’s too many verts, error error!

  • @mb.3d671
    @mb.3d671 ปีที่แล้ว

    all beginner Enviromental artist need this.

  • @hungry_pig
    @hungry_pig ปีที่แล้ว +1

    Thanks with my all my heart!! It means a lot to me like studying alone.

  • @VillaCarrington
    @VillaCarrington ปีที่แล้ว

    Man. Thank you. This video was recommended to me and I'm so happy. I hope you'll keep posting. Your content is so valuable.

  • @sokre9673
    @sokre9673 ปีที่แล้ว

    oh this is God sent ! i just started learning ue5 and have no clue how to make any of these things. thanks a lot!

  • @evanlane1690
    @evanlane1690 10 หลายเดือนก่อน

    Holy shit, who ARE you?! This is the best channel I've ever seen for game ready assets. THANK YOU for existing!

    • @tiedie
      @tiedie  10 หลายเดือนก่อน

      just another fellow game dev. thank you!

  • @PurestInfinity
    @PurestInfinity 11 หลายเดือนก่อน

    A goldmine of knowledge, thank you for sharing this remarkable resource. Thanks to it I already have concepts for developing a good workflow for texturing. You are the best!

  • @DavidGame-o2d
    @DavidGame-o2d ปีที่แล้ว

    Crazy. The video made me realise some things I wasn't sure about. Explained in a very understandable way. It ist really pure gold! Thanks a lot!

  • @Lucidus_V
    @Lucidus_V 7 หลายเดือนก่อน

    This is the best tutorial on this stuff i've seen so far. It was very helpful for making many decisions on how to texture my environment, thanks!

  • @SpasmAtaK
    @SpasmAtaK ปีที่แล้ว +1

    Thank you ! I had knowledge of only parts of these and I was lacking that last step to make it actually look good, this helps a lot, I already have lots in mind as to how to put it to practice :D

  • @TheOblord
    @TheOblord ปีที่แล้ว

    Was searching for this exact thing for a long time. Got stuck trying to texture large asteroids! Thanks for creating this!

  • @struggling3dartist910
    @struggling3dartist910 4 หลายเดือนก่อน

    This is pure gold! I can't thank you enough for sharing this wealth of knowledge and expertise 🤩

  • @slowvibes9595
    @slowvibes9595 11 หลายเดือนก่อน

    This video is pure gold, covers so much valuable informations I didn't find.

  • @C.Sanjana
    @C.Sanjana ปีที่แล้ว +1

    I finally found the solution after months! Thanks. I was confused as to why my textures with high resolutions look blurry up close on large assets 😅. Thanks a lot.👍

  • @periapsis413
    @periapsis413 10 หลายเดือนก่อน

    Thank you so much for this. I've been wanting to start putting together assets for my game but nothing ever explained the actual nitty gritty details of how to apply all the different options available in a game engine. I'm anal about avoiding repetitive looking assets and the stuff about materials you cover towards the end blew my mind

  • @artur_schutz
    @artur_schutz ปีที่แล้ว

    Thank you for this Introduction and thank you for providing the UE5.2 Scene! This is an awesome overview and a great point to start from. I will try to use use this to paint my landscape.

  • @Airsoft92
    @Airsoft92 ปีที่แล้ว

    One of the best videos ever recorded. Super professional and useful

  • @borzonstudios8638
    @borzonstudios8638 3 หลายเดือนก่อน

    Amazing tutorial, super valuable, I haven't found anything of the like regarding this topic. Thanks a lot!

  • @sassuskrassus3166
    @sassuskrassus3166 7 หลายเดือนก่อน

    good video
    huge informations a lot of newer artists are missing
    wish I had a video like this when I started years ago

  • @alliwantforyouistofeel
    @alliwantforyouistofeel ปีที่แล้ว

    Thank you sir! I've been wrapping my head around how to make a cool canyon and I made so many custom shaders and etc but I needed summarization so bad in some form

  • @slavamay6229
    @slavamay6229 ปีที่แล้ว +1

    Thanks for the great video mate! There's really very little information about Material Layers and UV Masks, only Nexttut has pretty much detailed video about Materials Layers, but not about creating masks. I'm looking forward to seeing a more detailed video on this topic from you in the nearest future, as tbh I'm stuck and can't fully understand that subject :(

  • @ARANDOMOPENAIUSER
    @ARANDOMOPENAIUSER ปีที่แล้ว

    my timestamps
    5:20
    Organic = World align textures
    Buildings/Items = UV mapping and Modeling and Kits
    29:00

  • @lalinhooka100
    @lalinhooka100 ปีที่แล้ว +3

    This is incredible! i wish more people would create this quality videos, so no one have to go through hundreds of videos just to get pices of information. this is insane that this video alone can save tons of hours for just researching. Not only that, he actualy explaining everything, like if i have a question in my mind next seconds he answer it already XD, also providing other links to check out how to do stuff. This is big. i dont know how much time did you spend preping this video, but thanks dude, i dont know what to say... i guess now i have to watch all of your videos LOL

    • @tiedie
      @tiedie  ปีที่แล้ว +1

      thanks so much for the kind words! Just making the videos I wish I had when learning. Not sure all my videos will cover this much, but the last handful might be helpful. Hope you enjoy!

  • @BecineStudio
    @BecineStudio 10 หลายเดือนก่อน

    Just the best tutorial of this topic. God I wish I watched it in 2020. Thank you for this!

  • @anuragkaushal4455
    @anuragkaushal4455 ปีที่แล้ว +1

    Hey Dylan ! would you make another video on setting up a master material for the vertex painting using 2 or more materials or point towards a direction ? I really like the way of teaching and would love to get some more insight on it.

    • @tiedie
      @tiedie  ปีที่แล้ว +1

      Thanks for the kind words! There are many many tutorials on setting up vertex painting out there, they shouldn't be too hard to find. I would just recommend looking in the description and following the video that goes over the custom edge masking for vert paint to make it more natural.
      I dont think i'll make a specific video on this soon unless I make a similar shader for my own project. Hope you understand

    • @anuragkaushal4455
      @anuragkaushal4455 ปีที่แล้ว +1

      @@tiedie cool Ill try searching some more about them. Thanks !

  • @VertexRage
    @VertexRage ปีที่แล้ว

    Oh, I wish to have seen that kind of video a few months after I started with 3d. Very good tutorial! Thanks for sharing!

  • @3DBlendemic
    @3DBlendemic ปีที่แล้ว +1

    Once more, a big thank you Dylan! This is so valuable. I'm definitely going to pick it up on your store so I can study the shaders.

  • @AndrewWeirArt
    @AndrewWeirArt ปีที่แล้ว +2

    Very nice! texel density is certainly something I struggled with when learning about it - great video!

  • @gouravkd8545
    @gouravkd8545 ปีที่แล้ว

    Oh my god! It's literally GOLD!! Thanks for making this video!!

  • @mikerupe1642
    @mikerupe1642 ปีที่แล้ว

    This was an excellent video..I just started using unreal 5 the past few days and last night I was trying to figure this out 😂 thank you so much

  • @DanRickmanMedia
    @DanRickmanMedia ปีที่แล้ว

    This a beast of a video, thank you! I've subbed can't wait to watch more of your content

  • @Davidor666
    @Davidor666 6 หลายเดือนก่อน

    I love it man!!! Awesome video!

  • @Antho.C
    @Antho.C ปีที่แล้ว

    Great video Dylan!! Would love to see a video of a quick workflow with the Mesh Decals technique from Megascan to blender to painter and Unreal! Cheers

  • @adamplechaty
    @adamplechaty ปีที่แล้ว

    Appreciate the deep dive Dylan, thanks so much!

  • @RoboticDev
    @RoboticDev ปีที่แล้ว

    Very good video. I learned a lot already, and I'm only half way through. I'm concerned that all of these tricks increase draw call sizes. I guess these kit texture methods should be used with Instanced meshes.

  • @DanRickmanMedia
    @DanRickmanMedia ปีที่แล้ว +2

    Would you ever consider making a video going more in depth into the Z Up shaders? I'd love to learn more about it and the videos I have seen have some clashing information. Currently working on improving my overall material knowledge in unreal and this video is the foundation im starting with.

  • @oliver-nation4377
    @oliver-nation4377 11 หลายเดือนก่อน +1

    Thank you so much for this tutorial.

  • @jeremiahgallo1055
    @jeremiahgallo1055 11 หลายเดือนก่อน

    This is fantastic. Thank you so much for sharing these.

  • @lorisdiminico
    @lorisdiminico 11 หลายเดือนก่อน

    Thank you thank you thank you! This was such a great and helpful video! Really appreciated your work.

  • @luisalberto7417
    @luisalberto7417 ปีที่แล้ว

    Thanks for all this videos dylan! Hope you keep them coming!

  • @hubert2064
    @hubert2064 ปีที่แล้ว

    Awesome tutorial! I'm sure I will be coming back to this video in the future :) Thanks!

  • @aakarshgupta5070
    @aakarshgupta5070 ปีที่แล้ว

    Love watching your videos, here and on Artstation learning

  • @iterancestudios
    @iterancestudios ปีที่แล้ว +2

    Thanks for the video! I have a question
    When we want to create a game that includes 2K and 4K screen resolution support, does that means that we need 2K and 4K textures respectively or those things are not related? I mean, what makes a game available in 4k. It makes sense having 4K textures for a game that a user will display in a 1080p resolution?

    • @tiedie
      @tiedie  ปีที่แล้ว +2

      thats a good question. Im not 100% sure since i dont work on the tech art side, but I have a decent idea. You basically want to build with the highest output in mind. If your console supports 4k, it will run the game as is regardless on what monitor is plugged in, so you have to design for that possibility.
      There are also cases where you know for sure what you are dealing with, like the nintendo switch. you're always going to have 720p in handheld so you can just work with that in mind
      Long story short, base it on the most expensive option, and then scale back if you need to

    • @iterancestudios
      @iterancestudios ปีที่แล้ว

      @@tiedie Thanks!

  • @tareksiela1162
    @tareksiela1162 3 หลายเดือนก่อน

    I just discoverd this, thank you for this amazing video

  • @wayne9954
    @wayne9954 ปีที่แล้ว

    What a great course it is so valuable! Thank you so much, subsribed!

  • @JacobBeatty-3DArtist
    @JacobBeatty-3DArtist 5 หลายเดือนก่อน +1

    I just bought your master material, but I was just curious if you think there is anything that has been added to UE5 since you made this tutorial I should think about when using your material as a base? Thanks!

  • @mrhajdzio3D
    @mrhajdzio3D ปีที่แล้ว

    Man this is brilliant! Thanks for that.

  • @Teckcloud1
    @Teckcloud1 ปีที่แล้ว +1

    Great tutorial!
    Question about the vertex paint (not nanine):
    How would you deal with LOD's of asset that use vertex paint? since the lods will remove points, the blending can have strange result for the lod.
    for example the wall will either have too much moss or none at all.
    I was wondering if you had a solution for that.
    Thank in advance for the reply and keep up the great tutorials :)

  • @Frits_Mulder
    @Frits_Mulder ปีที่แล้ว

    Thank you for this great overview, learned a lot from this.

  • @adihegde04
    @adihegde04 2 หลายเดือนก่อน

    This is really helpful, Thank you!

  • @ezelominish3767
    @ezelominish3767 ปีที่แล้ว

    You are the best !
    Thank you for making this Tutorials !

  • @real2late
    @real2late ปีที่แล้ว

    Amazing tutorial!

  • @nibirkhan_bbgzla
    @nibirkhan_bbgzla 7 วันที่ผ่านมา

    IMPORTANT - if you are getting an error where the textures for the rocks appear fully black, that is caused by the material layer. Open the graph for "ML_Base_01a" and "ML_Layer_01a", disconnect the line going from "splitcomponents" to "PixelDepthOffset". This should fix the issue, not sure why this is caused yet, I'll look into it, if i find the answer will update the post.

  • @davidmercadel9300
    @davidmercadel9300 ปีที่แล้ว

    This is a fantastic, fantastic video thank you so much!

  • @ogarga666
    @ogarga666 10 หลายเดือนก่อน

    this is gold. Thanks so much

  • @gn8073
    @gn8073 4 หลายเดือนก่อน +1

    Insanely helpful🎉

  • @rell0223
    @rell0223 3 วันที่ผ่านมา

    is there any performance hit for tiling too much?
    Amazing vid

  • @EMNM66
    @EMNM66 ปีที่แล้ว

    Thank you so much for sharing your knowledge. Really appreciate it @tiedie 🙏

  • @jamescleave7024
    @jamescleave7024 ปีที่แล้ว

    If I only found this earlier. Took me days to figure out most of this by myself. Too bad the triplanar projection is quite expensive for large assets, especialy in open-world levels. I'd rather use separate uv sets for mesh-specific and tiling textures, then calculate mesh scale factor inside the shader to keep the tiling permanent. And so is Z-mask based on pixel normal. Using vertex normal instead gives a decent result at much lower cost.

  • @PolyZero
    @PolyZero ปีที่แล้ว

    Nice tutorial, really appreciate your work! thanks man!

  • @regularmenthol
    @regularmenthol 11 หลายเดือนก่อน

    Incredible info. Thank you!

  • @НиколайВоробьев-ш5щ
    @НиколайВоробьев-ш5щ ปีที่แล้ว

    Thank you so much it's really useful!

  • @tika3dstudio
    @tika3dstudio 10 หลายเดือนก่อน

    Congratulations on the knowledge you share!; I have a question: Unreal engine 5.3 will be able to bake the materials in a texture; something very similar to what Quixel Mixer or Substance Painter does; that after having placed, painted and distributed the materials; Can you generate a texture (Diffuse; Normal; Roughness; etc) for the 3D model? I have been carrying out various tests with the Bake part of the Modeling Editor Tools in UE 5.3; but I have not been able to achieve something similar to what I describe, I also tried the "bake materials" from the Details part; but it is not the expected result. Thanks in advance and greetings from Lima - Peru

  • @carljthatsme94
    @carljthatsme94 10 หลายเดือนก่อน

    This is incredibly useful

  • @rgbento
    @rgbento ปีที่แล้ว

    Insane content, thanks!

  • @knl654
    @knl654 หลายเดือนก่อน

    Should I use material layers workflow for two large wooden cranes and some wooden props, because they are too large and don’t fit in 0 to 1 uv space due texel density,

  • @albertogallegofernandez9229
    @albertogallegofernandez9229 ปีที่แล้ว

    Thank you so much Dylan, this video is a very powerfull explanation about the entire porcess. At the beginning of the video you show God of War Images and they give me even more questions. For example if you played the GOW 2018 game there is a moment when a giant appears, or another example is the giant serpent. In this expecific cases, how do you texture these assets?
    Thanks again for all your contribution with these incredibles tutorials =)

  • @albanl8979
    @albanl8979 4 หลายเดือนก่อน

    Thanks again for this awesome video it taught me a lot.
    I have a question regarding using trimsheets. When you use trimsheets like the one you did for gears of war, is it really possible to take texel density in account ? I'm having a hard time wrapping my head around the fact that you have to keep texel density consistent when modeling using the texture because that means you only can use the size of the different sections of the trim sheet but if you scale them then you reduce / increase texel density right ?
    Thanks

  • @oliver-nation4377
    @oliver-nation4377 11 หลายเดือนก่อน +1

    I get the ideer of using kits, but won't it req way more process and fps, since there are many more units?

    • @tiedie
      @tiedie  11 หลายเดือนก่อน +1

      if you can duplicate parts around it will be far cheaper than one huge one (cheaper for LODs, and also when you duplicate a mesh in engine its polygons render cheaper)

    • @oliver-nation4377
      @oliver-nation4377 11 หลายเดือนก่อน

      @@tiedie thanks a lot😁

  • @Ascherrit
    @Ascherrit ปีที่แล้ว

    Awesome one !!!

  • @oznfts5649
    @oznfts5649 9 หลายเดือนก่อน

    perfect explanation, but but if i have buildings added some high details and sculpt it inside zbrush and using tiling UV but when try backing it inside substance painter normal map for high details not work of course any way to solve this or any trick to get normal map from zbrush inside substance painter with UV tiling?

  • @prionz5248
    @prionz5248 ปีที่แล้ว

    Thank you very much for this! some things you share apply for any other software too. I always wondered what was a correct texel density to work with 4k.

  • @amannin1
    @amannin1 ปีที่แล้ว

    I really appreciate your videos Dylan, thank you for taking the time to help all of us newer artists :-)
    Question: Will Substrate affect any of these setups moving forward?

    • @tiedie
      @tiedie  ปีที่แล้ว

      im not sure what you mean? you can make all the textures for this in substance yes, but the actual shaders where they are manipulated as seen here would have to be done in some other program

    • @hungry_pig
      @hungry_pig ปีที่แล้ว +1

      @@tiedie I think he is talking about ue5.2 new feature 'substrate'

    • @amannin1
      @amannin1 ปีที่แล้ว +1

      @@tiedie Sorry for the confusion, I was referring to the new shading model "Substrate" that was featured during the UE5.2 announcement. Check out the GDC tech demo if you haven't seen it yet.

    • @nxgentech
      @nxgentech ปีที่แล้ว

      @@amannin1 For anybody else who were as confused as me, the shading model we've been using for months is Strata, but it looks like they recently (Feb 21) renamed all user-facing texts to Substrate... (they obviously kept the Strata name in most of the code so if you are on the master branch and still work with Strata, then that's how you can still reference it).

  • @kristianrabakov8579
    @kristianrabakov8579 ปีที่แล้ว

    Hi, awesome video! Is there any more in-depth tutorial or video you recommend about the different techniques here? Especially for the shaders like the z-up material blending etc.

  • @oznfts5649
    @oznfts5649 ปีที่แล้ว

    thanks a lot for this crazy tutorial but my question what if i have building from bricks and its tiling UV but added it to Zbrush to add some high details and when imported it after backing inside Substance painter i found backing for normal map not right what the reason of that?