UDIM in Substance Painter: First Impression

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  • เผยแพร่เมื่อ 2 ต.ค. 2024
  • Hey guys, I finally got a chance to trying out the new UDIM function inside of Substance Painter!! I haven't got to use it too much yet, this is just my first impression.
    In this video I also talked about:
    - how to project hi res detail inside of Zbrush
    - how to prep your geometry for displacement map export inside of Zbrush
    - some new features that comes with the new version of Substance Painter
    Hope this helpful and leave anything comments and thoughts down below!!
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ความคิดเห็น • 30

  • @simonbustamante667
    @simonbustamante667 4 ปีที่แล้ว +8

    Nice video!, a tiny Zbrush tip, If you press shift when you click between tabs, they stay open and you don´t have that annoying effect that shut the tabs to the top and you don´t have to scroll back

    • @KarelChytilArt
      @KarelChytilArt 2 ปีที่แล้ว +2

      You can also turn off Open one subpalette function in Interface Preferences and dont use Shift. But with Shift it is ok and maybe better, but it depends

  • @LombardiEE
    @LombardiEE 4 ปีที่แล้ว +1

    woowww, niceee, thanks, love this video

  • @gabrielantonioadames
    @gabrielantonioadames 4 ปีที่แล้ว +1

    I have been waiting for this video, thank you! I am very new to texture painting and am trying to decide whether I should use Substance Painter UDIMs or Mari for creating highly realistic skin textures using texturing.xyz multi-channel-faces. I just found your channel and was hoping you could help :)

  • @文光王
    @文光王 ปีที่แล้ว

    好喜欢你的分享 爱了

  • @SuperFasterMaster
    @SuperFasterMaster ปีที่แล้ว

    wonderful. thank you

  • @Bolaway
    @Bolaway 4 ปีที่แล้ว

    Is it possible to generate Disp map on substance using the same workflow artists using on mari? I`m trying to avoid sculpt by hand with 40m points because it makes a disruptive workflow

  • @Anono_Bear
    @Anono_Bear 4 ปีที่แล้ว +2

    Thank you for putting this out! Would love to know more of your insight on this new feature. Do you think this new update may cause the VFX to shift completely over to Substance over Mari or are there still a few things in Mari make it worth holding on to?

    • @ArtruismDigital
      @ArtruismDigital  4 ปีที่แล้ว +2

      Not anytime soon. In VFX it's very common for people to handle up to hundreds of UDIM. Substance simply can't at the moment. On my computer, I can texture something in substance with 8 UDIM, and it's still workable, maybe getting a bit slow if I start to have too many layers. Same computer, I can probably have 100 to 200 UDIM no problem.

  • @Diana.Aristizabal
    @Diana.Aristizabal ปีที่แล้ว

    This was amazing! 😊Thank you! I'm curious about how you prepared the head for substance, without deforming too much the mesh when Zremeshing it, and how you did the uv's in ZBrush to work in UDIMS in order to work in Substance with them.

  • @willtheartaddict972
    @willtheartaddict972 4 ปีที่แล้ว +1

    You're awesome! Thank you!

  • @el_renderman1366
    @el_renderman1366 4 ปีที่แล้ว +1

    woowwww, i love this tutorial, is amazing, a question, how create the eyeslashes? cheers!!!

    • @SIN1941
      @SIN1941 4 ปีที่แล้ว +1

      You can opt for Xgen/Ornatrix if it's for cinematics. Alpha cards if it's for real time assets.

    • @el_renderman1366
      @el_renderman1366 4 ปีที่แล้ว

      @@SIN1941 thanks man, cheers!!

  • @warampanpengya8748
    @warampanpengya8748 4 ปีที่แล้ว

    OMG thank you so much !!! This has been really helpful !!!

  • @EightWildly
    @EightWildly 4 ปีที่แล้ว

    Informative!
    You're awesome!

  • @chulalachannel
    @chulalachannel 3 ปีที่แล้ว

    omg you are sooooooo good lov u O_O

  • @rezasenohawan3476
    @rezasenohawan3476 4 ปีที่แล้ว

    may i ask u something about generator mask editor or metal edgewear, when i use generator mask editor on udimed mesh, somehow only one tile affected by the generator the rest simply not working properly, making the seams visible because the udim tile somehow not working together. thank you

    • @ArtruismDigital
      @ArtruismDigital  4 ปีที่แล้ว

      sounds like you are using older version SP where each UDIM is been treated as it's own geometry. you need to duplicate whatever you have on one UDIIM to the other.

  • @diego.zanelli
    @diego.zanelli 4 ปีที่แล้ว

    Haven't seen this amazing video before, what about displacement maps? is substance painter easy to use some displacement? Thanks again for giving so much to this huge community.

    • @ArtruismDigital
      @ArtruismDigital  4 ปีที่แล้ว +1

      the baking process in the beginning is to bake the hi res details onto my lower res mesh. that is how you get displacement map details in.

    • @diego.zanelli
      @diego.zanelli 4 ปีที่แล้ว +1

      @@ArtruismDigital Again a quite kind answer, thanks a lot again I'll keep myself posted to your work, thanks for so huge work for the community.

  • @AllThatJuice-
    @AllThatJuice- 4 ปีที่แล้ว

    Another helpful vid. wondering how you would approach a zipper for an open jacket/coat? would you bake the zipper details on, texture the zipper in substance or use actual geometry?

    • @ArtruismDigital
      @ArtruismDigital  4 ปีที่แล้ว

      Depends on you poly budget. Is this VFX or real-time. Real-time should use displacement, VFX normal is geometry.

  • @loveone529
    @loveone529 4 ปีที่แล้ว

    Always rock 🤘

  • @jjcaratino
    @jjcaratino 4 ปีที่แล้ว

    gracias

  • @pepnoi
    @pepnoi 4 ปีที่แล้ว

    Finally!!!! 🥰

  • @arisarumvulgare4183
    @arisarumvulgare4183 3 ปีที่แล้ว

    I love your tuts.