If you don't want to pay a monthly subscription you can buy it for like 100 dollars right now(thatts 30% off price) until July 8th, but it won't receive any updates after 2021 is over.
How is it you have one material for the entire main body of the gun, but you can still make the pistol grip, stock and foregrip wooden whilst maintaining the steel material on the rest of the body? Even the bolt seems to have a different cleaner steel material on it. The way I've been doing it I have to bring in about 6 different materials for a singular weapon depending on how complex it is. I have been made aware that in videogames you should aim for any object to have a singular or maximum 2 materials on it, and since I'm trying to make a game that's a problem for me rn.
Thats what substance painter is for, creating complex texture maps for your material. Buy using masking you can separate them in parts with different textures on a single material.
@@Tosmo Thanks for the ridiculously fast reply! I'm still very new to Substance Painter, but I will try and look into this masking thing. So, in Blender: give the gun a singular material and the magazine a different one. Export to Substance Painter and use "masks" on the individual parts of the weapon? Again, thanks for the fast reply and have a good day :)
What’s your advice on best way to just add a bit of wear or grudge texture to an already existing weapon with uv textures? Like what is the process to get it to look just like how it is in Unity abd then add a layer then export uv
There are few ways to add grunge and other effects to existing textures. You start by using the existing AO map if you have it; give it a tint a noise pattern, and a clamp to control the spread. You can also create an additional UV set, and add it on to the existing one with a blend. Both ways can be use to create a gradual wear effect in unity or unreal if that what you are looking for.
Guess who's back? I have a workflow question: are you supposed to bake the normal maps of a high poly model onto the low poly, and then bake in material and ID maps afterwards, or can this be done at the same time? I'm under the notion that .obj files are best for baking normal maps, and then you'd use .fbx files for materials, textures, ID maps or whatever. Kind regards!
In most softwares, the normal is often prioritized first, but I'm pretty sure it doesn't matter which is generated first. I will generally work on an obj file for my texturing in substance painter. There can be some issues with Blenders fbx export, but they can be easily resolved.
One of the best 3d modelling channels so far
Hey thanks a lot, and thanks for jumping in the Discord 👍
wow, I feel like with every video you're saving me months or years worth of learning time!
Great content, very underrated
Hey thanks a lot, I'm glad you like it 😃👍
Commenting to help the algorithm bring peeps to your channel. Great content
Well thanks a lot, it works, there been a noticeable bump in views lately
Very good informative video buddy!
thanks a lot! it really helps
Was looking for proof mark stamping tips. 👍
Substance Painter is also available on Steam
Danke!
Hye, no problem. I'm glad it helps and thank you for the support 🙂👍
any tips for making metal finishes? i see a lot of modern AR receivers with some nice finishes but i can never get them right
If you don't want to pay a monthly subscription you can buy it for like 100 dollars right now(thatts 30% off price) until July 8th, but it won't receive any updates after 2021 is over.
I recommend people get this because it is good to have perpetual license of Painter even after the year long maintenance period ends.
How is it you have one material for the entire main body of the gun, but you can still make the pistol grip, stock and foregrip wooden whilst maintaining the steel material on the rest of the body?
Even the bolt seems to have a different cleaner steel material on it.
The way I've been doing it I have to bring in about 6 different materials for a singular weapon depending on how complex it is.
I have been made aware that in videogames you should aim for any object to have a singular or maximum 2 materials on it, and since I'm trying to make a game that's a problem for me rn.
Thats what substance painter is for, creating complex texture maps for your material. Buy using masking you can separate them in parts with different textures on a single material.
@@Tosmo Thanks for the ridiculously fast reply!
I'm still very new to Substance Painter, but I will try and look into this masking thing.
So, in Blender: give the gun a singular material and the magazine a different one.
Export to Substance Painter and use "masks" on the individual parts of the weapon?
Again, thanks for the fast reply and have a good day :)
First!
Your videos are great!
What’s your advice on best way to just add a bit of wear or grudge texture to an already existing weapon with uv textures? Like what is the process to get it to look just like how it is in Unity abd then add a layer then export uv
There are few ways to add grunge and other effects to existing textures. You start by using the existing AO map if you have it; give it a tint a noise pattern, and a clamp to control the spread. You can also create an additional UV set, and add it on to the existing one with a blend. Both ways can be use to create a gradual wear effect in unity or unreal if that what you are looking for.
Guess who's back?
I have a workflow question: are you supposed to bake the normal maps of a high poly model onto the low poly, and then bake in material and ID maps afterwards, or can this be done at the same time?
I'm under the notion that .obj files are best for baking normal maps, and then you'd use .fbx files for materials, textures, ID maps or whatever.
Kind regards!
In most softwares, the normal is often prioritized first, but I'm pretty sure it doesn't matter which is generated first. I will generally work on an obj file for my texturing in substance painter. There can be some issues with Blenders fbx export, but they can be easily resolved.
"funnest" x)
Engravings have no tactical advantage whatsoever
Does substance painter work for fallout NV?
You can construct any type of output needed for your textures. Fallout NV will probably use some older specular/gloss workflow with baked lighting.
It does but new vegas will use some old format and textures