NOARA tree game asset creation- commented timelapse
ฝัง
- เผยแพร่เมื่อ 22 ส.ค. 2024
- In this video I'll show you my workflow to make game environment assets for Noara using Zbrush, Blender and Substance painter.
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Wow AMAZING, Thank you so much for sharing. I've been looking for this style and you do it so well.
I love your way of working and explaining. I subscribe.
Rafa Rodriguez thanks 😊
Thank you for providing the technique.
Excellent, more vids on this topic would be really sweet, perhaps you could share how you made the leaves?
Thanks, I will surely make other videos. For the leaves, I've drawn few of them in photoshop and then I've made some patches of these leaves in photoshop on a transparent background. Thee patches are applied to very simple geometry with umbrella shapes and set to alpha clip. Then I've duplicated these umbrella and placed them quite randomly on top of the trees...
I'll make a video about it
Thanks so much for sharing your workflow, very inspiring!
Thanks for your kind words.
fantastic work
Love your work. Thanks for sharing.
MAK9 Marcos thanks :)
Gorgeous !
Thank you. Awesome video.
wonderful job thanks for sharing
would love to see your workflow for your stylized smart materials! Can you share those or sell them on gumroad?
Well, it’s pretty simple, ao multiplied on overlayed curvature. Then I ise the world space normals to multiply a top/down colour.
Then I just use 2 or 3 solid colour and I paint the mask to make cariation. You group this, right click and make it a smart material for your nex tree asset. It’s just to help me jeeping colours conscistent from one tre to the other. All the « stylised » look comes from the sculpt 😊
Boom! A subscribe button work!
really good content. Thx
nice video
10x!
Hi man, this is very useful thank you. Any reason you didn't use the baker in Substance? Sorry if I missed it!
At the time I’ve recorded this video, Substance wasn’t as performant as today. Nowadays, I always bake with substance
@@PierrickPicaut_P2DESIGN Fair enough! My buddy swears by the Marmoset baker, but I'm lazy so I like to keep as few software as I can :) Thank you!
@@PierrickPicaut_P2DESIGN Sorry to bring up this old thread but do you still use the cage within substance?
Did I hear unity ?
when are we seeing that on this channel ?
Hi! Can you tell please: is Zbrush more handy tool for sculpting then Blender's sculpting?
Well, I'm always trying to promote blender as much as I can but if I have to be honest, YES, Zbrush is incomparabily more powerfull than blender for sculpting. There are so many tools and it can handle millions of polygons even on a low tier computer. I know it may looks a bit expensive, but you get a lifetime license so, it's really worth your money. I personnaly love it and I think I won't switch back to blender for sculpting.
@@PierrickPicaut_P2DESIGN Thank you a lot! You are defined my way what software to learn next :) P.S. I like your work! Glad that you are sharing it with all of us.
Which improvement would you like to have in texture painting in blender
I will talk a bout 2.80.
1) autosave of the texture, in cache
2) layering sytem
3) Multiple channel painting (roughness, specular, diffuse, emit...) at once
And that would be great if blender could include a principle BSDF with specular workflow in addition with the current metalness roughness one.
@@PierrickPicaut_P2DESIGN how do you think the current node system could be compatible with a layer system
@@cedricngoran7045 I don't know, I guess we could have a PBR painting node including the different channel and that can be mixed one in each other....
The thing is that I don't think a node base UI is necessarily the best for painting. You can achieve a lot with blender painting mode but it's painfull to setup.
you sound like you are about to cry :(