You have a really great teaching philosophy. You don't gloss over the important stuff and don't bother with the technical details you can get from documentation anyways. You are part of a tiny minorty, thank you!
i love your tutorials so much , even though i'm a beginner and still needs basics software things , but the knowledge you share is valuable across various disciplines and hard to find , i appreciate your insights and thinking process that you're sharing with us. you're helping me get a chance into the industry and start working Faster , i hope i succeed at it, it's been my childhood dream !
I'm going make my first mask tomorrow using your technique. I tried to use the preinstalled substance painter generators and masks to create a similar result of surface rust for a shipping container but it looked soft and not how rust looks in real, I think many of us beginners don't always look outside of the program, we see people making things just inside the program and it can save a lot of time to make a mask in photoshop, or using photos in a base layer instead of creating 10 procedural masks and filters to get this same result, and the final result is if it looks good, there is no cheating with art, thank you for sharing I will use this tomorrow
Hello Chun! I’m loving the videos. I would love to see a video where you talk about UDIMs and deciding how many to have for different distances from camera and efficiency. There seems to be a gap of knowledge between what I do in school versus what I see professionals do. Thanks again and keep the videos coming!
Are you currently working on your own demo reel? if that is the case you are deciding how close the object is to the camera. For a reel that is aimed for a film job, it should get pretty close.The best way is just to test it, put a basic tile-able texture and render it to test. Should use 4k maps, how many UDIM you should have depends on the size of your object. I might do a video on this later.
Artruism Digital maybe someone could make a plug in, you position a camera as close the mesh as you think it will get in the final shot, then it calculates texel density required and packs your uvs accordingly, with materials separated into their own lines?
Interesting video, I might not use any of the software you used, but the concepts are universal. About the mask painting: it might be useful to try some upscaling to get more detail out of the original immage, saving tonnes of time.
I'm making my way through your tutorials and learning a lot about how to texture realistic assets! I have some questions about the resolution and color management of images used for masks and texturing though. Could you make a video where you discuss that a bit? Things to know and consider.
Great demonstration. I was trying to search how do artists build their Stencil library. Seems like any image on google with some levels adjustment will work for wtv purpose, mainly an issue of resolution of the image. Way more accessible than I thought
Hey! Nice to see new videos, they are great. I have a suggestion for a next video, could you please explain what exactly do each role in a vfx studio, like what do a lookdev TD, a texturing TD, surface artist, FX TD, etc with some examples. Please, some newbies like me find it difficult to differentiate them. Thanks!
So far I don't have plans to make a full video of this subject. Since my channel is new, I want to fully focus on texturing for now. I would suggest search the topic in TH-cam or Google, there are so much info about this. Cheers!
Why the really good artists get so less subscriber count and don't recommended by the shitty youtube algorithm. How will the desperate learner will be able to get quality stuff, But from now i will stick to this channel. Already liked and subscribed and will enjoy full learning
Yes, every elements are separated by it's own mask and it's already been created after making the diffuse. That means you can adjust anything for any map. For height map just need to adjust value accordingly.
Madam in future,can you please put your hands on blender for texture painting, If you do so and even make a course I will be the first guy to purchase the tutorial.
@@ArtruismDigital For NextGen Games. I am currently desperately looking for 16K textures for Top-End game models - characters. I could very appreciate 32K as well. I am not sure if Unreal Engine can handle 32k yet, but I am starting to collect textures. As soon will update come for UE4 for 32K, I will launch my Ultra-Real game. 16K Unreal can handle easy and I don't need very much 16K as only for main characters - that ones what players are seeing all the time in front of PC display and that one makes the most impressive stunning visuals. Rest of the textures I am using only 8K as in background and foliage on low-poly meshes with Engines texture streaming feature. 2080Ti 16K textues handles easy.
@@II-er7gj no that is not how you achieve realism.There is a reason why even the most graphically advanced games do not use textures above 4k. It is just not possible computing wise unless your building a very small level focused purely on graphics. For realism in games they would tile multiple 4k maps and blend them together in-engine to make it look like a massive 32k texture.
You have a really great teaching philosophy. You don't gloss over the important stuff and don't bother with the technical details you can get from documentation anyways. You are part of a tiny minorty, thank you!
Amazing to find such a high level tutorial for free. Thank you!
You are very welcome!
i love your tutorials so much , even though i'm a beginner and still needs basics software things , but the knowledge you share is valuable across various disciplines and hard to find , i appreciate your insights and thinking process that you're sharing with us.
you're helping me get a chance into the industry and start working Faster , i hope i succeed at it, it's been my childhood dream !
خیلی عالی ، از اینکه دانسته ها رو به این شکل به اشتراک میذارین ممنونم.
Wonderful! Thanks a lot for sharing your experiences with us
Hey Chun! A big thank you for sharing those really important steps for every texture artist on texturing photorealistic assets!
You are welcome!
THANK YOU SOO MUCH ........................................ THIS VIDEO CHANGED MY WAY OF TEXTURING ,, IT HELPED ME A LOT..
I'm going make my first mask tomorrow using your technique. I tried to use the preinstalled substance painter generators and masks to create a similar result of surface rust for a shipping container but it looked soft and not how rust looks in real, I think many of us beginners don't always look outside of the program, we see people making things just inside the program and it can save a lot of time to make a mask in photoshop, or using photos in a base layer instead of creating 10 procedural masks and filters to get this same result, and the final result is if it looks good, there is no cheating with art, thank you for sharing I will use this tomorrow
Kobe how to hand paint using stencils should be one of the tools in your tool bag.
Nice technique of replicating original reference. Thank you for sharing!
No problem!
Nice work.
You are amazing, very pro! Keep up the good work!
God damn, what a tutorial. Thank you.
Hello Chun! I’m loving the videos. I would love to see a video where you talk about UDIMs and deciding how many to have for different distances from camera and efficiency. There seems to be a gap of knowledge between what I do in school versus what I see professionals do. Thanks again and keep the videos coming!
Are you currently working on your own demo reel? if that is the case you are deciding how close the object is to the camera. For a reel that is aimed for a film job, it should get pretty close.The best way is just to test it, put a basic tile-able texture and render it to test. Should use 4k maps, how many UDIM you should have depends on the size of your object. I might do a video on this later.
Artruism Digital maybe someone could make a plug in, you position a camera as close the mesh as you think it will get in the final shot, then it calculates texel density required and packs your uvs accordingly, with materials separated into their own lines?
Interesting video, I might not use any of the software you used, but the concepts are universal.
About the mask painting: it might be useful to try some upscaling to get more detail out of the original immage, saving tonnes of time.
Her voice is very soothing.
I'm looking forward to it!!!
Thank you!
Amazing tutorial, thank you so much.
Loving this!
Thanks Renato! :)
Wow this is so cool and helpful I wanted to get in Mari and texturing and that's same as reference thanks a lot !!!!!
glad it's helpful!
I'm making my way through your tutorials and learning a lot about how to texture realistic assets! I have some questions about the resolution and color management of images used for masks and texturing though. Could you make a video where you discuss that a bit? Things to know and consider.
chun chun just saw you on the foundry thank you for the tutorial :)
Great demonstration.
I was trying to search how do artists build their Stencil library. Seems like any image on google with some levels adjustment will work for wtv purpose, mainly an issue of resolution of the image.
Way more accessible than I thought
Great Video Tutorial! ..very interesting to see your workflow.
Thank you!
Owned...
Great tutorial! thanks! the link for the 4 SECRETS TO PHOTO-REALISTIC TEXTURING is broken!
Mari vs Substance Painter for hand painting organic and hard surfaces?
Hey! Nice to see new videos, they are great. I have a suggestion for a next video, could you please explain what exactly do each role in a vfx studio, like what do a lookdev TD, a texturing TD, surface artist, FX TD, etc with some examples. Please, some newbies like me find it difficult to differentiate them. Thanks!
So far I don't have plans to make a full video of this subject. Since my channel is new, I want to fully focus on texturing for now. I would suggest search the topic in TH-cam or Google, there are so much info about this. Cheers!
@@ArtruismDigital Oh thank you anyways, your videos are awesome!
Thank you! :)
Great work, thank you!
You are very welcome!
Just wooow
hii,
your videos are amazing. Are you able to share tips on photorealistic textures in a substance painter?
Will do that in the next one! ;)
Can Mari be used in games? Is it good?
Why the really good artists get so less subscriber count and don't recommended by the shitty youtube algorithm. How will the desperate learner will be able to get quality stuff, But from now i will stick to this channel. Already liked and subscribed and will enjoy full learning
wuup wuup cool :-D thanks for your videos. Can you do one how to go from this step to create the rough, bump map ?
Can do that for sure!
@@ArtruismDigital yuhuu thanks :-)
Mam can yu make this type video on by using substance painter
I realized that high level pipeline uses MARI instead of Substance or both.
Going to learn it today
I would love to see someone creating fur for animals, dogs etc.
are you sell your 2D textures library ?
hey when im texturing in mari the texture gets pixel how to fix this anyone knows this please tell me
the content aware function in psd should be in all texturing softwares.
totally agree!
Do you extract height/displacement maps from that albedo texture, and do you use the material masks to add roughness?
Yes, every elements are separated by it's own mask and it's already been created after making the diffuse. That means you can adjust anything for any map. For height map just need to adjust value accordingly.
Madam in future,can you please put your hands on blender for texture painting, If you do so and even make a course I will be the first guy to purchase the tutorial.
After I finish all my current projects maybe
Can we get 32K textures resolution output from this Mari???
I don't think I ever tried. What would you use a 32k texture for?
@@ArtruismDigital For NextGen Games. I am currently desperately looking for 16K textures for Top-End game models - characters. I could very appreciate 32K as well. I am not sure if Unreal Engine can handle 32k yet, but I am starting to collect textures. As soon will update come for UE4 for 32K, I will launch my Ultra-Real game. 16K Unreal can handle easy and I don't need very much 16K as only for main characters - that ones what players are seeing all the time in front of PC display and that one makes the most impressive stunning visuals. Rest of the textures I am using only 8K as in background and foliage on low-poly meshes with Engines texture streaming feature. 2080Ti 16K textues handles easy.
@@II-er7gj no that is not how you achieve realism.There is a reason why even the most graphically advanced games do not use textures above 4k. It is just not possible computing wise unless your building a very small level focused purely on graphics. For realism in games they would tile multiple 4k maps and blend them together in-engine to make it look like a massive 32k texture.
@@II-er7gj lol good luck but if you cant make photorealism with even 2k then upping ur texture resolution aint gonna help
Hey, if I may ask, with such proficiency of the software, where are you working?
When I started the channel I was taking a sabbatical. But I have been working at the main VFX studios.
is it possible to use your techiques(extract texture from image with photoshop) in zbrush for texture?
You can project image in zbrush, but for me it's not as intuitive and comfortable as in Mari. Mari is made for painting. Zbrush is made to sculpt.
@@ArtruismDigital i see
Who disliked this?!?!
Lol, it's not for everyone.
pbr enemy workflow:p
한국분이신가요???
Great work! Thanks a lot!
hey when im texturing in mari the texture gets pixel how to fix this anyone knows this please tell me