Converting Normal map details into your Albedo map [Substance Painter]

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  • เผยแพร่เมื่อ 13 ม.ค. 2020
  • In this video, I quickly go over how to convert normal map details to an Albedo / Base Color map. Using an Albedo map and baked Curvature, Ambient Occlusion (AO) and World space normal (WSM) maps we can combine them to mimic a normal map effect. In some workflows normal maps are unusable and with this method, you can get details from your highpoly into your albedo / basecolor map.
    Substance Painter
    Marmoset Toolbag
    Photoshop
    Website: jordanyounie.com/
    Artstation: www.artstation...
    Jordan Younie

ความคิดเห็น • 14

  • @fusions3d
    @fusions3d  3 ปีที่แล้ว

    Hey guys, thanks for watching. If you require more help or have any questions feel free to join my discord: discord.gg/TzxAHG42MT

  • @blueyesVT
    @blueyesVT 4 ปีที่แล้ว +3

    Perfect stuff for game optimization! Thanks a lot!

  • @michaeldiaz4285
    @michaeldiaz4285 2 ปีที่แล้ว

    exactly what i was looking for, thank you

  • @KRGraphicsCG
    @KRGraphicsCG 2 ปีที่แล้ว

    I might have to try this and get my updated details into the AO map

  • @Pussik
    @Pussik 3 ปีที่แล้ว +4

    Ok, fine.
    Now, how to do it automatically from substance?

  • @mdshahid6540.
    @mdshahid6540. ปีที่แล้ว

    Dammn that helped

  • @TuanTran-xb7dn
    @TuanTran-xb7dn 2 ปีที่แล้ว

    Thank you so much.

  • @cylee7553
    @cylee7553 4 ปีที่แล้ว

    Thanks!

  • @erickh555
    @erickh555 3 ปีที่แล้ว +1

    hey! when i export the AO and curvature i want to have the detail contained in other things like anchor points and so on, that detail is present in the normal map, but the export ignores that effect in the curvature and ao like its only taking the baked mesh from the start and not everything else i added

  • @Pussik
    @Pussik 3 ปีที่แล้ว

    Could you show how to get lighting onto color map as well?

  • @roteira
    @roteira 2 ปีที่แล้ว +1

    Wrong is so many ways. PBR doesn't allow any light baked on the albedo. That's legacy workflow and the map was called diffuse.

    • @omaromor3250
      @omaromor3250 ปีที่แล้ว +1

      Still I believe it will be useful for 3d mobile games

    • @roteira
      @roteira ปีที่แล้ว

      @@omaromor3250 It is indeed, but it's not PBR. Naming and good workflow are important when aiming to land a job in the industry perhaps... Or maybe go to a game jam and not mess shit up, creating your own game... Etc

    • @omaromor3250
      @omaromor3250 ปีที่แล้ว

      @@roteira Yeah thats a very important point too.