Detailing Fabrics in Substance Painter

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  • เผยแพร่เมื่อ 15 ม.ค. 2025

ความคิดเห็น • 75

  • @xalener
    @xalener 2 ปีที่แล้ว +5

    I discovered that crystal fill technique on my own and one thing I do with it is warp it using the tangent normals. Really subtle, but not only does it help it fit in with the sculpted wrinkles, but it can help it blend into UV seams

  • @18Alexandr18
    @18Alexandr18 5 ปีที่แล้ว +4

    Fast and simple, like it! Didn’t knew about switching between channels button above layers window. Was making it with black mask+fill 😅

  • @tangoman18O
    @tangoman18O 5 ปีที่แล้ว +1

    That crease map worked so darn well

  • @pradeep_boy
    @pradeep_boy 5 ปีที่แล้ว +1

    every time i see your videos i learn something new , even i have seen the same videos earlier
    THANKS so much Guys you are doing an amazing job

  • @agakiworks
    @agakiworks 5 ปีที่แล้ว +2

    That crystal fill is a game changer guys!!! I was going to sculpt a bunch of secondary freq folds in zbrush on a shirt but then I saw this haha

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว

      Adds some really nice variation!

    • @agakiworks
      @agakiworks 5 ปีที่แล้ว

      @@FlippedNormals add a little blur filter and it's really great!

  • @DoxiaStudio
    @DoxiaStudio 5 ปีที่แล้ว +3

    I've started using substance painter for some projects and I want to give you a Big warm thanks for all the awesome tutorials! Really simple, easy and fun to follow!
    One more thing, when I go to shading settings, there are different types of shading. Do you have any tutorial explaining that?
    Again big thanks for all the help :)

  • @pradeep_boy
    @pradeep_boy 5 ปีที่แล้ว +1

    Hey ,Thanks
    I really like these small video tuts , they are easier to watch and have a good amount of knowledge

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว

      We'll definitely do more of these!

  • @rafaelsot01
    @rafaelsot01 5 ปีที่แล้ว +1

    This is what I was looking for!! thank you so much, guys!!

  • @mariomorales3841
    @mariomorales3841 5 ปีที่แล้ว +4

    Thaks a lot, I was struggling with this just yesterday

  • @hotsauce7124
    @hotsauce7124 3 ปีที่แล้ว

    You guys are great! Thank you for this tutorial.

  • @eliasdegasperi_art
    @eliasdegasperi_art 5 ปีที่แล้ว

    Awesome video! All of substance videos are so useful.

  • @VectorLP
    @VectorLP 3 ปีที่แล้ว

    really nice and quick tutorial, thanks

  • @poshsims4016
    @poshsims4016 4 ปีที่แล้ว

    Love this, thank you all so much

  • @galbanopaz2398
    @galbanopaz2398 5 ปีที่แล้ว +1

    wow great tips! thank you for the videos

  • @KRGraphicsCG
    @KRGraphicsCG 5 ปีที่แล้ว +3

    I often struggle with this for my game characters because of the resolution limits... I end up doing this in engine

  • @tahataramfilm8322
    @tahataramfilm8322 5 ปีที่แล้ว +1

    i love your laughing voice

  • @crimsonBen
    @crimsonBen 5 ปีที่แล้ว +1

    So good, thanks alot!
    May i ask at what resolution you where working?

  • @RR-kn1tg
    @RR-kn1tg 4 ปีที่แล้ว

    best thumbnail

  • @RevizionArts
    @RevizionArts 5 ปีที่แล้ว +3

    Hey guys, thank you for tutorial, always a pleasure to watch your videos!
    2 questions: this workflow useful for games, as it's more about bump/normals, what's best workflow for cinematics?(displacement stuff), i think height map from SP won't be useful for that kind of work. So, i suppose workflow needs to be something like this: bring clothes in zbrush, use tiling maps for details etc, then, when its ready, export mesh with normal map to sp for texturing (normal for generating curvature etc, so we could operate in sp), texture diffuse (and maybe add little bump/normal details for fine tuning) and export textures and also displacement from zbrush for rendering.
    So, is it good workflow, or there is some tricks?
    Second one: usually i make my hard surface directly in maya, adding supporting loops etc, but as soon as i bring my base in zbrush and subdivide, it breaks my basemesh(like shrinkage problem) and it's never same shape as i made in maya... How could i solve this problem? Storing morph target breaks higher subdiv levels, so it's not a fix. Would you kindly to give me an advice on how to solve this issue, please? I know how subdivision works, but it's really zbrush problem, as neither maya, nor 3ds max has this issue(cuz they have 0 subdiv lvl, which is base mesh actually).
    Thanks!

    • @sirinabrough4683
      @sirinabrough4683 5 ปีที่แล้ว

      Have you tried to turn off "smooth" when you subdivide in Zbrush? This will stop it shrinking. :)

  • @marinarodrigosahagun3818
    @marinarodrigosahagun3818 4 ปีที่แล้ว

    you are amazing guys! :D

  • @abdulalim0210
    @abdulalim0210 3 ปีที่แล้ว

    Hi thanks very much for the awesome tutorial! I'm new to 3D design and I was wondering, where do you get the 'Normal' map dragged in at the start of the tutorial? Many thanks!

  • @arifnbd
    @arifnbd ปีที่แล้ว

    I found that your fabrics link does not work... can you please check this out?

  • @Not_Pulsus
    @Not_Pulsus 4 ปีที่แล้ว

    Great video! Would love some more substance paintee

  • @СтепанЮрченко-н9ш
    @СтепанЮрченко-н9ш 3 ปีที่แล้ว

    I'm newbe at texturing, and first what I saw is "loading normal map"....
    but how?
    Where to get normal map if all I have at this point, is just a mesh?
    Should I use sculpting before actually texturing?

  • @rubenserrano3043
    @rubenserrano3043 5 ปีที่แล้ว +3

    You asked me to comment If I liked the video so here I am

  • @peruvianpuffpepper904
    @peruvianpuffpepper904 5 ปีที่แล้ว

    What If I have a model that already has a shirt on? How would I specifically have the cloth apply to the clothes part only?

  • @ARTBAL-yg9rd
    @ARTBAL-yg9rd ปีที่แล้ว

    Guys how to have an environment with focused lights everywhere that can cover the whole piece of mesh including back, front, sides, top, and so?

  • @zakattack321
    @zakattack321 4 ปีที่แล้ว

    How did you get the fabric normal map? How was that created?

    • @FlippedNormals
      @FlippedNormals  4 ปีที่แล้ว +1

      flippednormals.com/downloads/flippednormals-fabrics-personal-use/

  • @EmanuelGonzalez-br2ms
    @EmanuelGonzalez-br2ms 5 ปีที่แล้ว

    Awesome! So simple and to the point. Are you guys planning of releasing a full tutorial on texturing fabric materials like you did with Human Skin one? Thanks for the tip!

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว +2

      Thank you!
      It's something we've been thinking about yes

    • @EmanuelGonzalez-br2ms
      @EmanuelGonzalez-br2ms 5 ปีที่แล้ว

      @@FlippedNormals Awesome great to hear! I think I speak for all when I say I'll love to see one that goes over fabrics and leather objects. Since it would be the last thing you guys haven't really cover yet. All in all you guys have done an amazing job going over Substance so far. Thank you!!

    • @arifnbd
      @arifnbd 11 หลายเดือนก่อน

      @@FlippedNormals pls do.

  • @dikshabhalla319
    @dikshabhalla319 5 ปีที่แล้ว +2

    Please come up with a video on hair texturing in substance. Please 😁

  • @pradeep_boy
    @pradeep_boy 5 ปีที่แล้ว

    Presenting models in #Marmoset toolbag would be nice topic for another video , since MTB is getting more common among artists

  • @monakhavarian2373
    @monakhavarian2373 5 ปีที่แล้ว

    it was very helpful

  • @mdsanima
    @mdsanima 5 ปีที่แล้ว

    why you don't use udim for this? this textel denisty is very low!

  • @ricr8987
    @ricr8987 4 ปีที่แล้ว

    How it's de right way to import from Marvelous to Substance?

  • @VillaCarrington
    @VillaCarrington 5 ปีที่แล้ว

    How to turn the height info into normal?

  • @IvanSobrino_343
    @IvanSobrino_343 5 ปีที่แล้ว

    FlippedNormals, u are insane, wtf xD everything I want to know or I need to improve is on your channel, all the ways go to you xD Thanks a lot for this amazing videos and for being so nice all the time, It's not only interesting, it's always fun and impresive. Amazing youtube content. I will buy a lot of courses of your website for sure.

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว +1

      We might be a bit crazy at this point 😂
      Thanks for the kind words and support!

    • @IvanSobrino_343
      @IvanSobrino_343 5 ปีที่แล้ว

      @@FlippedNormals You animated me a lot for working hard on 3D and finding a job, and I want to have more hours on the day only for improving and learning mooore and more so thanks again haha. Btw: Idk if its possible, do u have some kind of interview in some website? like lvl80? cause I would love to make you an interview, to both of you, for Odin3D.com , If you dont have time or dont want to dont worry, for sure u are bussy. thanks anyway! ^^ keep like that!

  • @aldoferdian6039
    @aldoferdian6039 5 ปีที่แล้ว

    Guys, can i bring these height and normal information to zbrush? (i want to do bpr rendering)

  • @digitalart4245
    @digitalart4245 5 ปีที่แล้ว

    hey, how can I use height map and normal map at the same time in Arnold ???? plz help

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว +1

      Plug the disp/height into the shader group and the normal into the bump slot, set to normal

  • @ВладиславКотельников-я1и
    @ВладиславКотельников-я1и 4 ปีที่แล้ว

    Hello everyone, can someone answer an important question for me? Let's say I have a shirt, detailed in zbrush, with 7 division levels. What level should I export to a Substance Painter to add normal detail? Or should I export level 3 and add displacement?

  • @aitorrandez
    @aitorrandez 5 ปีที่แล้ว +1

    is more easy to do it in zbrush from my point of view but anyway, good tutorial

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว

      True! Both advantages and disadvantages to both

  • @johnvfx143
    @johnvfx143 5 ปีที่แล้ว

    Question about this software. After downloading it there's a prompt to change the timeout setting for your GPU in the registry. Is this safe to do?
    See the following prompt:
    Why does the GPU driver crash ?
    In order to prevent any rendering or GPU computation from locking the system, the Windows Operating System kills the GPU driver whenever a rendering takes more than a few seconds. When the driver is killed, the application using it crashes automatically. Since we can't possibly know how long a rendering or computation will take (it depends on the GPU, the drivers, the OS, the mesh size, the texture size, etc.), we cannot put a limit on how much the computer can process and avoid the crash.
    On Windows there is a key in the registry specifying how long the OS should wait before killing the driver call. Application are not authorized to modify this setting directly, this procedure has to be done manually (see below).
    You can find more details about it here : docs.microsoft.com/en-us/windows-hardware/drivers/display/tdr-registry-keys
    What Keys need to be changed ?
    You can change the TDR values in two ways :
    Increasing the TDR Delay (this is the safest manipulation) -> Change both " TdrDelay " and " TdrDdiDelay " to a higher value (like 60 seconds).
    Thanks.

    • @FlippedNormals
      @FlippedNormals  5 ปีที่แล้ว

      It's safe if you follow the instructions exactly. It's also recommended to avoid you computer restarting if the gpu freezes up

  • @wolfgangtell1257
    @wolfgangtell1257 2 ปีที่แล้ว

    Nice Video, you guys probably know this but if you would of baked that wool normal onto the shirt you would of received much better results for your video ;)

  • @omkargaikwad5086
    @omkargaikwad5086 5 ปีที่แล้ว

    can you please make a video on how to attach substance painter exported maps in maya using arnold standard surface

  • @besteleben1093
    @besteleben1093 5 ปีที่แล้ว

    This shirt looks a bit weird tbh. Good information though!

    • @DejiDigital
      @DejiDigital 5 ปีที่แล้ว

      It's a texturing video not a modeling video

    • @DejiDigital
      @DejiDigital 5 ปีที่แล้ว

      It's a texturing video not a modeling video

    • @besteleben1093
      @besteleben1093 5 ปีที่แล้ว

      @@DejiDigital all they did is detail the model you smartass

  • @Mikelica69
    @Mikelica69 4 ปีที่แล้ว

    I see booba i click

  • @Sleezgaming
    @Sleezgaming 5 ปีที่แล้ว

  • @TonyFlanagan69
    @TonyFlanagan69 2 ปีที่แล้ว

    Due to the support this channel has shown for the Nazi regime in Ukraine, I am closing my subscription. Please keep politics and propaganda out of the Industry.

  • @Elanthiel64
    @Elanthiel64 5 ปีที่แล้ว +1

    First

  • @lucasadams5440
    @lucasadams5440 3 ปีที่แล้ว

    clickbait

  • @saquibkhan8381
    @saquibkhan8381 3 ปีที่แล้ว

    I am texturing artists at Technicolor
    I would like to inform you that working with out mask is considered very very bad practice

    • @squitani
      @squitani 2 ปีที่แล้ว

      why?

    • @saquibkhan8381
      @saquibkhan8381 2 ปีที่แล้ว +1

      @@squitani because it's not procedural. And if you paas you file to some one else its difficult to understand.