Create Trim Sheets in Substance 3D Painter - Part 1 | Adobe Substance 3D

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  • เผยแพร่เมื่อ 28 ม.ค. 2025

ความคิดเห็น • 46

  • @LFA_GM
    @LFA_GM 2 ปีที่แล้ว +10

    Fantastic tutorial. Very well explained. Looking forward to seeing the next chapters. Thank you for this series.

  • @sam_pyrtuh
    @sam_pyrtuh ปีที่แล้ว +2

    Thank you so much for this tutorial, it really help me while working on a commercial projects

  • @dudebastian
    @dudebastian ปีที่แล้ว +1

    Love this, you saving my time, money and future job.

  • @andreemontenegro-art
    @andreemontenegro-art 2 ปีที่แล้ว +1

    Emiel Sleegers, always the best!

  • @monkeystealhead
    @monkeystealhead 2 ปีที่แล้ว +3

    You could do a Video aboud the Pixelprocessor node. I didn´t knew it existed a few weeks ago.

  • @SteveTalkowski
    @SteveTalkowski 2 ปีที่แล้ว +2

    Extremely informative tutorial!

  • @sayuri1505
    @sayuri1505 5 หลายเดือนก่อน

    Amazing! Thanks so much!

  • @nickholl
    @nickholl 2 ปีที่แล้ว

    god I love the way you say trim sheets 😍

    • @fortniteonrtx3050ti
      @fortniteonrtx3050ti ปีที่แล้ว

      How could this comment not get atleast a single like !!!! ❤

  • @adamplechaty
    @adamplechaty 2 ปีที่แล้ว +2

    Hmmm, doesn't eyeballing the trims negatively impact the texel density? How do we know the (for ex.) red stripe won't be too wide or too narrow for our unwrapped mesh?

    • @00walid
      @00walid 2 ปีที่แล้ว +4

      You set the texel density of your uv shell to the resolution you desire and place it where u want, scale it down to get bigger stripes and vice versa...just play around it in the uv space

  • @baps4053
    @baps4053 2 ปีที่แล้ว

    Best tutor out there 👌

  • @abcdeeeeff
    @abcdeeeeff 2 ปีที่แล้ว +2

    What is the size/dimension of the plane you used please tell.

  • @kadirsugar7894
    @kadirsugar7894 2 ปีที่แล้ว

    Very nice series🔥

  • @vitaliiandronov8629
    @vitaliiandronov8629 ปีที่แล้ว +1

    That's what I was looking for. One question: what about lightmap behaviour with trimmed UV sheets? Or we need to make another unwrapping in another UV channel?

    • @marymcdevitt6524
      @marymcdevitt6524 ปีที่แล้ว

      Yes, you will need another UV channel for your lightmap. I always put my nonoverlapping UVs on the second channel.

  • @TheSatzy6699
    @TheSatzy6699 2 ปีที่แล้ว +1

    Wonderful 👌🏻

  • @katherinematejek8125
    @katherinematejek8125 ปีที่แล้ว

    Is there a PDF version of any of this stuff that I could refer back to by any chance?

  • @shellsnt
    @shellsnt 2 ปีที่แล้ว

    awesome!

  • @howl13
    @howl13 2 ปีที่แล้ว

    tonights gonna be a major raged then!! thanks for the tutorial.

  • @supasuoasuoasupa1939
    @supasuoasuoasupa1939 ปีที่แล้ว

    very interesting. Just a question, how do you create or acquire the sci fi normal maps to be placed as trim sheets? at 15:50?

    • @EthanFilms
      @EthanFilms ปีที่แล้ว +2

      those ship with Painter, I believe

  • @m.c.squawk708
    @m.c.squawk708 4 หลายเดือนก่อน

    not sure why but my poly fill tool will not select faces. I have all of the UVs unwrapped but it will not work. What am I doing wrong?

  • @franman51
    @franman51 2 ปีที่แล้ว

    When I tried to export my plane onto 3D Substance Painter and enabled Polygon fill in Painter, it shows triangulation. Now I tried exporting the mesh with both Triangulate enabled/disabled and it still shows triangulation in Painter. How do you show the plane in Painter w/o any display of triangulation when I opened the Polygon Fill tool?

    • @Substance3D
      @Substance3D  2 ปีที่แล้ว

      Painter is guaranteed to not edit your mesh, so you probably already imported it with triangulation.

    • @Substance3D
      @Substance3D  2 ปีที่แล้ว

      are you using the quad selection fill option?

    • @franman51
      @franman51 2 ปีที่แล้ว

      @@Substance3D Yes, but it still fills triangles.

    • @bennyweimer2345
      @bennyweimer2345 ปีที่แล้ว

      @@franman51 if you exporting in an fbx, the fbx exporter may have triangulated it.

  • @gablemckrawll2841
    @gablemckrawll2841 11 หลายเดือนก่อน

    Why should we use Anchor Points instead of folders with a black mask?

  • @patriotaRBC
    @patriotaRBC ปีที่แล้ว

    I wonder: can you use smart materials to make this ? Like using smart materials on those different sections to create a trim sheet for example for a Building with a bricks, concrete, glass etc

    • @Bulborb1
      @Bulborb1 ปีที่แล้ว

      Yes you can, since the information for roughness, color, etc is baked onto the texture image files, which are then mapped onto the low poly mesh

  • @naokoteru
    @naokoteru 2 ปีที่แล้ว

  • @erykkowal8911
    @erykkowal8911 2 ปีที่แล้ว

    where do you get more normal brushes?

  • @VertexRage
    @VertexRage ปีที่แล้ว

    The sample files link leads to nowhere. Can we get it fixed?

  • @malindurashmika8386
    @malindurashmika8386 2 ปีที่แล้ว

    Interesting

  • @EmvyBeats
    @EmvyBeats ปีที่แล้ว +1

    If you have a problem with your normals looking funny, sometimes the lighting you are using has a big part in that.

  • @emilerodriguez2376
    @emilerodriguez2376 2 ปีที่แล้ว +2

    voice like Emiel Sleegers

    • @Substance3D
      @Substance3D  2 ปีที่แล้ว +3

      It is Emiel Sleegers ;)

  • @CreepyC
    @CreepyC ปีที่แล้ว +1

    Gotta love when you are following a tutorial and they time lapse lmao what the hell

  • @timorre3971
    @timorre3971 2 หลายเดือนก่อน

    Does anyone know of anyone who does tutorials for making trim sheets???
    Maybe an actual teacher..? Or one for beginners?

  • @inhri
    @inhri 2 ปีที่แล้ว

    What a weird choice to do your trimsheets in Painter :/

  • @gio3061
    @gio3061 ปีที่แล้ว +3

    DAMN he's dutch. He's so dutch i can't watch

  • @peter486
    @peter486 29 วันที่ผ่านมา

    i dont belive in trim sheets. better to have parts. then instance those parts. , Unreal calls it PGC´S. Sure you can have a 4k Texture for a entire space station but it wont look good.

  • @kadirsugar7894
    @kadirsugar7894 2 ปีที่แล้ว +1

    i'm senior 3d Environment Artist