Thanks so much for making this video! I was wondering if you'd be willing to make a video about this Toolbag setup starting from a blank scene. Some questions I have are around how you made that shape, what your lighting setup is, and how you assigned and tweaked the 3 materials we exported from SP in the video before. Thank you!
Hmm, I might do that in the next asset tutorial i make, I'll add the toolbag process to the end. But in the meantime, toolbag is pretty simple and they have quite good tutorials that will get you rendering good shots in less than an hour. Thanks!
Hello great video At the end how could we do to export a displacement map ? In my case, it seems like all the 3d aspect is in the normal and i have nothing in the height to use for a displacement map
Maybe look up baking displacement maps in zbrush, or maybe this painter tutorial would help - th-cam.com/video/cjSadgmA5Sc/w-d-xo.htmlsi=IbGDiL7UXsoxYY_V
I'm confused. I get how the zBrush stuff works. Then you bake the stuff in Painter, pretty simple stuff. But if you paint on a layer in SP, it doesn't wrap - how do you not get seams?. In your video you only paint one half of a brick the color you changed some of the bricks to, how does it not cut the color in half? At about 10:08 you can see that the middle right most brick is a different color than the right most brick. How did it not show in the repeating texture if they're two separate colors? Am I missing something here?
Hey, sorry only just seen this comment, but you are right, it probably does look wrong in certain lighting, the trick is to try to keep it consistent, I missed that darker brick as I did this fast but the difference is too subtle to notice, especially when you consider it has roughness and normals causing the light to mask small changes in the final render. The answer is to spend more time and be carefull. Any final errors can always be painted out in photoshop.
Not sure how to ask this but... do I use height map on textures "if for instance I want to paint grass so it shows through cracks of rocky type textures"? Basically what I mean painting texture bellow curent texture if that makes any sense at all.... and if so. Do you have any idea how to actually do it :P?
Hi! Yes, I presume you mean once you get this into a game engine? (if you just mean in substance painter then you put the grass into a folder and use something like an ambient occlusion or curvature mask on that folder to show the grass where you want) But if you do mean in engine, like UE4 - then yes you need a height map. As far as I know Sub-Painter doesn't have anything that can generate a height from a normal map, but i'm not using the VERY latest version. Sub-Designer does have a normal-Height node though. Another option is to use Substance Alchemist to generate your normal map. I have made this little tutorial to show you how to do that, you do get quite a lot of control and its a super fast process so that's always good. drive.google.com/file/d/1JwLKNtF8Qg5Z1eM7ncGHSIuN7urFLIWY/view?usp=sharing However, if its very specific map, for example sand between cobbles as it blends then you might want to actually paint over your height map in photoshop to get a more exact mask for that sand. Once you have your height map, you would use this along side vertex painting, attaching two sets of maps (for example, cobbles and sand) to two vertex colours Red and Green for example. You would then use your new height map to blend between the two. I don't have a tutorial on this but will probably make one in the future. There is plenty of resource out there though. Good luck.
When baking, my highpoly model is coming in zoomed in on a particular area rather than what the plane should be encompassing. Any idea on what I'm doing wrong?
So you have just a small section of your bricks represented on the plane after you bake? My guess it's an export issue but this is a really difficult problem to diagnose if iv not encountered it before, or dont have the file in front of me. Though I am happy to take a look for you if you want to upload your files and send me a link. The only other suggestion I can give is to quickly run through the process again but just really simple, no sculpting just high polly brick arrayed in zbrush with the plane and then exported, following the tutorial etc.. it might give you some insight and help you to problem solve, good luck!
@@RobotArmy3D I ended up downloading the newest version of Substance and it fixed my problem. Thank you for the offer and appreciate this tutorial so much
One thing I can’t understand, is how he realized that it’s the middle of the HP mesh that needs to be baked? Because of the exact fact that when exporting from Zbrush, we put the plane in the middle?
I want to get to know how to export it to unity....and after importing in unity it do not look like what we have me in 3d max plzzzz ....answer my question
Hey, that's quite a big question, but the main thing you need to do is change the export settings in substance painter from UE4 (what I use in this tutorial) to Unity (Unity 5?) and export, this should give you maps usable for Unity. Unity is a lot more simple to set up than UE4, simply drag your textures in, select your mesh and drop them into the corresponding channels. It will ask you to convert your normal map, click "fix" I think its called. And you are done!
Your videos are great! Can't wait to see more of your tutorials
this 2 tutorials are amazing! tyvm
Thanks! Np.
Big thx man. You a real great guy
thanks for clear explanations, very useful
Glad it was helpful!
Many thank's for sharing - everything everything has done good)))
Thanks so much for making this video! I was wondering if you'd be willing to make a video about this Toolbag setup starting from a blank scene. Some questions I have are around how you made that shape, what your lighting setup is, and how you assigned and tweaked the 3 materials we exported from SP in the video before. Thank you!
Hmm, I might do that in the next asset tutorial i make, I'll add the toolbag process to the end. But in the meantime, toolbag is pretty simple and they have quite good tutorials that will get you rendering good shots in less than an hour. Thanks!
Hello great video
At the end how could we do to export a displacement map ? In my case, it seems like all the 3d aspect is in the normal and i have nothing in the height to use for a displacement map
Maybe look up baking displacement maps in zbrush, or maybe this painter tutorial would help - th-cam.com/video/cjSadgmA5Sc/w-d-xo.htmlsi=IbGDiL7UXsoxYY_V
I'm confused. I get how the zBrush stuff works. Then you bake the stuff in Painter, pretty simple stuff. But if you paint on a layer in SP, it doesn't wrap - how do you not get seams?. In your video you only paint one half of a brick the color you changed some of the bricks to, how does it not cut the color in half? At about 10:08 you can see that the middle right most brick is a different color than the right most brick. How did it not show in the repeating texture if they're two separate colors? Am I missing something here?
Hey, sorry only just seen this comment, but you are right, it probably does look wrong in certain lighting, the trick is to try to keep it consistent, I missed that darker brick as I did this fast but the difference is too subtle to notice, especially when you consider it has roughness and normals causing the light to mask small changes in the final render. The answer is to spend more time and be carefull. Any final errors can always be painted out in photoshop.
Do u have any tutorial on marmoset part , like how to create and showcase textures. thx for the tutorial .
Sorry, I did not see this question, My marmoset set up is pretty close to my portfolio and lighting tutorial, the one with the oil can.
Not sure how to ask this but... do I use height map on textures "if for instance I want to paint grass so it shows through cracks of rocky type textures"? Basically what I mean painting texture bellow curent texture if that makes any sense at all.... and if so. Do you have any idea how to actually do it :P?
Hi! Yes, I presume you mean once you get this into a game engine? (if you just mean in substance painter then you put the grass into a folder and use something like an ambient occlusion or curvature mask on that folder to show the grass where you want)
But if you do mean in engine, like UE4 - then yes you need a height map. As far as I know Sub-Painter doesn't have anything that can generate a height from a normal map, but i'm not using the VERY latest version. Sub-Designer does have a normal-Height node though.
Another option is to use Substance Alchemist to generate your normal map.
I have made this little tutorial to show you how to do that, you do get quite a lot of control and its a super fast process so that's always good.
drive.google.com/file/d/1JwLKNtF8Qg5Z1eM7ncGHSIuN7urFLIWY/view?usp=sharing
However, if its very specific map, for example sand between cobbles as it blends then you might want to actually paint over your height map in photoshop to get a more exact mask for that sand.
Once you have your height map, you would use this along side vertex painting, attaching two sets of maps (for example, cobbles and sand) to two vertex colours Red and Green for example. You would then use your new height map to blend between the two. I don't have a tutorial on this but will probably make one in the future. There is plenty of resource out there though. Good luck.
@@RobotArmy3D Yeah it would seem for unity I'd have to go around creating shader that supports vertex paint.
When baking, my highpoly model is coming in zoomed in on a particular area rather than what the plane should be encompassing. Any idea on what I'm doing wrong?
So you have just a small section of your bricks represented on the plane after you bake? My guess it's an export issue but this is a really difficult problem to diagnose if iv not encountered it before, or dont have the file in front of me. Though I am happy to take a look for you if you want to upload your files and send me a link. The only other suggestion I can give is to quickly run through the process again but just really simple, no sculpting just high polly brick arrayed in zbrush with the plane and then exported, following the tutorial etc.. it might give you some insight and help you to problem solve, good luck!
@@RobotArmy3D I ended up downloading the newest version of Substance and it fixed my problem. Thank you for the offer and appreciate this tutorial so much
One thing I can’t understand, is how he realized that it’s the middle of the HP mesh that needs to be baked?
Because of the exact fact that when exporting from Zbrush, we put the plane in the middle?
I want to get to know how to export it to unity....and after importing in unity it do not look like what we have me in 3d max plzzzz ....answer my question
Hey, that's quite a big question, but the main thing you need to do is change the export settings in substance painter from UE4 (what I use in this tutorial) to Unity (Unity 5?) and export, this should give you maps usable for Unity.
Unity is a lot more simple to set up than UE4, simply drag your textures in, select your mesh and drop them into the corresponding channels. It will ask you to convert your normal map, click "fix" I think its called. And you are done!