I've had some experience with Substance Painter before, but this tutorial helped explain a lot of what I didn't understand before. This has to be one of the best tutorials I've watched. Thank you.
man i have to say you, that i really love the way you make every explanation, i speak spanish but i can understand every single spoken word from you.!! Great Content!!
You sir, are an absolute legend. What a great tutorial this is. Everything is so clearly explained. You really have made substance painter seem more approachable to someone like me, who's just getting started with 3D. Thank you
I found the last Substance tutorial you did really helpful! Would be awesome to see export and import settings for Unreal Engine specifically. I think in your last tutorial on this, you mentioned how the imported metallic and roughness maps into Unreal come in as sRGB by default and should be changed. I'd love to know if that's still the case and any pitfalls between Substance and Unreal like that. Thanks for making this one!!
Maaaan, just when I need to refresh my Substance game for a new project at work after almost not using the software for the past 2 years you drop this bomb! Thank you very much I wish you all the best! Keep up the good work!
I was just in the process of refreshing my Substance Painter knowledge and this video came in the perfect moment. Thank you very much, it was really useful.
I have to say thank you, for how in depth and how exquisite this tutorial simply is. I have been meaning to learn substance painter for a while now and this greatly helped with all my questions and struggles!
I'm thinking about getting substance painter through steam, although i have a question, all these people who use substance painter have a ton of materials and what not, does the program come with this stuff?
ProductionCrate Love your videos man, I just have to say that this tut is a lil misleading. You didn't go over the bake setting, about the Anti Aliasing, sampling and the matches ( you kinda did ) I feel like that would of been a huge for this video. No hate at all, just my little opinion. Thank you again for the videos!
I would prefer a video. I know how 95% of the process works. But if the first quarter of a video is based on false premises, it can be very confusing for beginners and anyone else. Thanks for the reply.
I don't get it. Why do we use over ten different materials with ten different uv maps? All the tutorials I've watched tell me that to use a different material for most of the parts is a classic beginner mistake. Some of the uv maps only cover 10 to 30% of the whole map!? If this car would be the absolute focus of my game I would use three different 4k materials (car paint, wheels and the rest (metal, glass,...)) with good uv's (never under 70% uv space coverage). This would take a lot of space already. But if this car is not made for giant scales it would have a good texel density. What is the texel density if you use 12 or what materials? What am I missing?
As mentioned in the video, the UVs and materials aren’t set up in a typical or optimal way. That’s because it was kitbashed together from multiple finished models. So we don’t recommend setting up your own modes this way. But your comment makes us think it would be a good idea to provide an optimized version of the final model so you can use it in your games. So keep an eye on rendercrate. We’ll upload that soon! Thanks for the comment!
I just bought Substance Painter and I was greet with this video. The fate is on my side 😃
Noob lol
I've had some experience with Substance Painter before, but this tutorial helped explain a lot of what I didn't understand before. This has to be one of the best tutorials I've watched. Thank you.
This is what I call a teaching talent. Big thanks!
man i have to say you, that i really love the way you make every explanation, i speak spanish but i can understand every single spoken word from you.!! Great Content!!
You sir, are an absolute legend. What a great tutorial this is. Everything is so clearly explained. You really have made substance painter seem more approachable to someone like me, who's just getting started with 3D. Thank you
I found the last Substance tutorial you did really helpful! Would be awesome to see export and import settings for Unreal Engine specifically. I think in your last tutorial on this, you mentioned how the imported metallic and roughness maps into Unreal come in as sRGB by default and should be changed. I'd love to know if that's still the case and any pitfalls between Substance and Unreal like that. Thanks for making this one!!
We’ll make something for this!
Maaaan, just when I need to refresh my Substance game for a new project at work after almost not using the software for the past 2 years you drop this bomb! Thank you very much I wish you all the best! Keep up the good work!
I was just in the process of refreshing my Substance Painter knowledge and this video came in the perfect moment. Thank you very much, it was really useful.
I have to say thank you, for how in depth and how exquisite this tutorial simply is. I have been meaning to learn substance painter for a while now and this greatly helped with all my questions and struggles!
dude you are amazing, for real 10/10 we need more quality channels like this one. Thanks a lot for all that hard work, we really appreciate it!
Excellent tutorial! You guys are awesome
Really interesting in seeing anchor points used in these ways, good vid mate
Very usefull video and huge thanks to you for this detailed video❤❤❤❤
This tutorial is so good! Thank you very much!
Wow, today I wanna start learn substance painter and you added 6hours ago video 😅 thanks for this video
haha perfect timing
perfect video dude.
Really great tutorial 💯
Thank you very much for this video!
Looks like a full combo!😎 great
Great tutorial
34:23, for people who dont know why you can't paint on the the green color of the car . Change the state of PAINT from normal to subtract
Amazing
Some tips about how we need to prepare the model from belnder to PT would be good
This is so cool. I hope you’re also making an organic version.🤗
I'm thinking about getting substance painter through steam, although i have a question, all these people who use substance painter have a ton of materials and what not, does the program come with this stuff?
Hey cool tutorial. Would be cool if you also made a video on how to model this car :D
he didnt model it. he literally said that he kitbashed two cars together at the beginning (0:50)
@@flevsalt oh whoops i must have skipped the video xD
@@njking3d61 kitbashed car and completed model are both available!
ProductionCrate Love your videos man, I just have to say that this tut is a lil misleading. You didn't go over the bake setting, about the Anti Aliasing, sampling and the matches ( you kinda did ) I feel like that would of been a huge for this video. No hate at all, just my little opinion. Thank you again for the videos!
True! A lot to cover, we’ll make more tuts for as complete of a series as possible
I would prefer a video. I know how 95% of the process works. But if the first quarter of a video is based on false premises, it can be very confusing for beginners and anyone else.
Thanks for the reply.
Thank you, this is one of those fast one, with no shit. I wish there was a Zbrush guide like this...
Gpu?
there are things that were meant to be paid turned free by some people and that's what heroes would do.
I don't get it. Why do we use over ten different materials with ten different uv maps? All the tutorials I've watched tell me that to use a different material for most of the parts is a classic beginner mistake.
Some of the uv maps only cover 10 to 30% of the whole map!?
If this car would be the absolute focus of my game I would use three different 4k materials (car paint, wheels and the rest (metal, glass,...)) with good uv's (never under 70% uv space coverage). This would take a lot of space already. But if this car is not made for giant scales it would have a good texel density.
What is the texel density if you use 12 or what materials? What am I missing?
As mentioned in the video, the UVs and materials aren’t set up in a typical or optimal way. That’s because it was kitbashed together from multiple finished models. So we don’t recommend setting up your own modes this way. But your comment makes us think it would be a good idea to provide an optimized version of the final model so you can use it in your games. So keep an eye on rendercrate. We’ll upload that soon! Thanks for the comment!
⭐️⭐️⭐️⭐️⭐️
23 textures this is normal for game ? is A lot no ?
its not for a game in this example. Way too high poly anyways
@@blitzdegoat123 thanks
Bro, can you make me an intro like Marvel?