For those who are still confused, follow this mantra: 1. All hard edges must only be seams* 2. All seams can not be all hard edges *Remember to apply padding on your UV islands. Hard edges are usually applied on edges that are going on a 90° angle (sharp corners). Just keep the normal gradients minimal as it can cause issues when mipmapping. This only applies to games.
@leenaandnoorpro9235 күн бұрын
Thank you for explanation,❤
@Unluck_the_person6 күн бұрын
at 0:28 the vid starts
@John-cz7fo9 күн бұрын
I'm still learning to incorporate anchors into my workflow. Useful tool
@wes.mcdermott8 күн бұрын
They are super powerful. I use this in almost every project
@dreamcatchxd83009 күн бұрын
Can you tell me which brush you are using, thank you
@wes.mcdermott8 күн бұрын
Hmm, great question. I am trying to remember. I think what I used was the default soft brush and used a grunge map that we ship with Painter for the Alpha. Alpha: Dirt Spots is a good one. I also adjust the Jitter settings on the brush for Jitter, Angle and Position.
@chrisb36859 күн бұрын
This is a pretty awesome trick. I think having a sample color from a coordinate fx would be useful. For a lot of product designs the average color wouldn't work because a PMS color would need to be called out. For games and previsualization this works great!
@wes.mcdermott8 күн бұрын
Thanks! I think we could make a filter that does a sample coordinate fx. I will ask about this.
@yuxin999610 күн бұрын
when I added Peel Edge layer, the edge placement doesn't match to the Peel layer and it doubles the edge, I adjusted Peel Edge blur to make it not look like doubled edge, and it doesn't look good. help.
@wes.mcdermott8 күн бұрын
I am sorry for issues. Can you let me know what part in the video you are having the trouble and I will check to see on some workarounds.
@yuxin99965 күн бұрын
@@wes.mcdermott thanks for the reply, maybe it happened because I was using bigger model with relatively lower texture so it didn't look good as much. I am trying to adjust some bars and numbers to make it look better. if I need your help again, I will leave the comment again.
@emaanali732210 күн бұрын
great tutorial but can you mention how to deselect certain areas
@ElohimYellow11 күн бұрын
Blender IS GARBAGE
@wes.mcdermott8 күн бұрын
To be honest, I am not really using blender much anymore. As artists, we sometimes might look at the tools we use an extension of ourselves. That is understandable. I try not get too attached and I use tools as just tools. If something isn't working for me, I just move on to something else. I don't bash the tool as it's working great for someone else.
@ElohimYellow8 күн бұрын
@@wes.mcdermott yeah no I'm just an idiot 🤣😂🤣 blender is working great for me now, only took about 16hours of nonstop usage to get around the learning curve.
@Endalful12 күн бұрын
Is there a way to quickly export the texture variations you made, or do you have to export all the variations manually?
@wes.mcdermott8 күн бұрын
I have to export them manually. We do have an updated API that could be used to create export tools for this. I will talk to a co-worker about some ideas around this : )
@srvt906412 күн бұрын
best
@user-pq8gv9zd8k14 күн бұрын
I did this with metahuman but it came like paint made in metahuman face.. what to do for making realistic cybernetic design in metahuman.. please make video on this... Bro Please reply
@wes.mcdermott14 күн бұрын
Thanks! I will take a look at a video for that. I am using the path tool in Painter along with anchor points to drive some masking on layers. It's a compound effect but once it is setup, you just need to create the mask.
@user-pq8gv9zd8k13 күн бұрын
@@wes.mcdermott sure!! Waiting for your video 😄😄
@brokeboy886915 күн бұрын
but do you sell crack??
@aprndylsmna193416 күн бұрын
Can you explain the next steps to get this model ready for the showcase stage?, how to export?, and can we export it directly into substance stager?
@wes.mcdermott15 күн бұрын
You can export directly from Modeler. It has the ability to create UVs as well a decimation and retoplogy. For example, you can choose to export as Quads and we use QuadRemesher to create the toplogy at a user defined polycount.
@seragyugi200717 күн бұрын
shade smooth will fix the displacemnt issue on flying plane
@wes.mcdermott15 күн бұрын
Thanks!
@ViridianAubergine17 күн бұрын
The realistic textures on the cartoon proportions of the face kinda creep me out ngl. This must be the uncanny valley people talk about
@wes.mcdermott15 күн бұрын
Yeah, it's definitely not realistic and can lead to uncanny valley.
@mickt906418 күн бұрын
omg thank you. All I want blender for is to take an STL miniature and delete out the weapon they are holding (etc). That x-ray selection is exactly what I needed,
@wes.mcdermott15 күн бұрын
Glad it was helpful!
@LordYodel19 күн бұрын
Wes, you are simple the best! I am not sure how to use a reference image and typical front, side and top view in order to model after a reference image when using Desktop. Would be cool to see a tutorial that shows the setup modeling from a reference image. Super cool, thx a bunch and keep rocking! Cheers
@wes.mcdermott15 күн бұрын
Thank you much! In the VR mode, you can use image planes. I will ask when they will add reference images on Desktop. I know it has been discussed.
@ingameswetrust981219 күн бұрын
What about uvwmaping?
@wes.mcdermott15 күн бұрын
The UVs from Zbrush will carry over as well. You can also use the Auto UV tools in Painter to create UVs instead of working with UV Master in Zbrush
@ingameswetrust981214 күн бұрын
@@wes.mcdermott yeah but uvmaster and auto uv is not doing the uv maping realy well! i live those methods as the last option
@wes.mcdermott14 күн бұрын
With Painter, we only have the Auto Option. Have you looked at Rizom? It's very good tool for UVs. www.rizom-lab.com/
@keithyakouboff875522 күн бұрын
Mr. McDermott.... Did you not come out with some sort of filter or plug-in for creating filletted / softer edges within Painter?
@wes.mcdermott15 күн бұрын
Hi! I did work on a test for this and it wasn't prefect, in all situations so I ended up not releasing it. I was having trouble with concave areas.
@keithyakouboff875515 күн бұрын
@@wes.mcdermott I downloaded a plug-in for this from... was it Art Station, I think? Yeah, I was hoping for an Arnold-esque effect, but didn't get it. Thanks for all you do bro.
@wes.mcdermott14 күн бұрын
Thank you much : ) Yeah, it was an Ok test but just not very good to release it.
@onlyace827923 күн бұрын
Hi, is it normal that my sharp edges are still visible even after baking?
@wes.mcdermott15 күн бұрын
Yes, you will still see the geometry. However, what this technique does is remove the shading artifacts.
@mediup247223 күн бұрын
This video has helped a lot, thank you so much!
@wes.mcdermott15 күн бұрын
Thank much! Glad it was helpful.
@ahmet86226 күн бұрын
crazy what substance painter can be used for
@anohippo26 күн бұрын
I still don’t get what the implications of this are for our workflow tbh. I get the concept and what’s happening behind the scenes but if we were truly sticking to this concept that every hard edge needs to be a seam for a good bake, then that would mean, unwrapping a simple cube would need 6 different UV-Islands with padding.. That’s incredibly inefficient on texture space since we’re creating so much padding between those. Or am I missing something here?
@wes.mcdermott15 күн бұрын
You have it correct in regard to inefficiency. Hard edges (smoothing split) increases vertex count on the GPU and any UV split does as well. However, they don't add together. If you have a smoothing split, then its 2 vertices. The UV split will not make it 3. So, the workflow in the case of the 6 UV islands would be to use a single smoothing group for the cube and mimize the UV shells as much as possible. However, in this scenario, you would need to make sure the Tangent Basis is synced between the baker and the renderer. This is not much of an issue today. We use MikkTspace in Painter and this is used in UE and Unity as well. In this case, you will get some extreme gradients in the bake, which could cause some compression issues. So, in the end, there is plus and minus to all the techniques. It's good to know what is happening behind the scenes and there is never a single solution.
@Thecommentor59Ай бұрын
what about just "layer" not fill layer but just layer when i had just layer on top and only add normal detail the same method doesn't work and the fill layer height detail from below always show up on to the normal detail layer please need explanation the whole internet has no solution.
@wes.mcdermott15 күн бұрын
Are you setting the paint layer normal channel blending mode to normal? This should stop the blending.
@Thecommentor5915 күн бұрын
@@wes.mcdermott it doesn't okay try this add a fill layer add black mask then add another fill layer inside that black mask and have only height detail enable and maybe add hexagon pattern that applies to all of the model or selected texture set and then add a paint layer on top with only normal map and drag a normal map detail and starting adding normal map detail no matter what i do the fill layer from below always shows up on the normal details i have tried everything every blending mode cant figure out whats going on there.
@mlabashАй бұрын
Super clear! Thanks so much for this. It's not easy to make Blender tutorials that are so easy to follow and understand.
@wes.mcdermott15 күн бұрын
You're very welcome!
@TheVOVADGamesАй бұрын
ВСЕ ЯСНО И ПОНЯТНО ВИДЕО ТОП
@dubtube6691Ай бұрын
a kind of random transform is missing, like flood fill in designer
@wes.mcdermott15 күн бұрын
Yes totally agree : ) I will ask about this.
@jimboy2280Ай бұрын
shift + ctrl + + just zooms in, i dont have numpad brah
@Quietboy_ModsАй бұрын
If I paint over a fill it doesn't work it just gives me the fill
@EllosTambienDuermenАй бұрын
How did u created a new path just right after the first one, to me it just drag the first one
@wes.mcdermott15 күн бұрын
To create a new Paint Path you hit the Enter Key. This will allow you to create a new path and you will see the new Path layer listed in the top left corner of the Paint Path Menu in the viewport.
@EllosTambienDuermen14 күн бұрын
@@wes.mcdermott thank you very much!
@drumhailer547Ай бұрын
SAVED MY DAY THANKS
@wes.mcdermott15 күн бұрын
You are most welcome!
@Klaudius_ytАй бұрын
Thank you ❤
@wes.mcdermott15 күн бұрын
You are welcome! Thanks for checking out the video.
@eualvinАй бұрын
The ''Blending Options'' submenu for quick applying tranformations to all channels doesn't appear to me, I use SP 2021, did it have this option on this version, or is it new?
@wes.mcdermott15 күн бұрын
Very sorry for late reply. This is not a very new feature. However, it was added in 8.2.0 (Released: October 06, 2022)
@fresh_verticesАй бұрын
dont need to know how to make the enchilada just give me the enchilada
@keithyakouboff8755Ай бұрын
Straightforward, helpful. Thanks.
@Klaudius_ytАй бұрын
I'm painting the skin of a character using perlin noise as height map, the problem is the character has different density on the areas (arms, torso etc.) and even using triplanar the result near the seams is not good. Can I use the generator to blend/smooth height maps across seams? How?
@wes.mcdermott15 күн бұрын
Very sorry for late reply. Yes, I think you could try the mask outline filter which works based on the UV shells.
@darrenpinard1658Ай бұрын
I've been using Painter for YEARS and I had no idea you could change the layers dialog to normal ect.
@1RobertwaterworthАй бұрын
Thank you for sharing those tips. I particularly love the last one, fixing normal map issues. I've been looking for a solution like this for ages. Thank you so much.
@wes.mcdermott15 күн бұрын
Glad it was helpful!
@nashk935Ай бұрын
Tell me this will work in unity as well?
@wes.mcdermott15 күн бұрын
I am sorry but I am not sure. This was designed to be used with Nanite in UE. I am not sure if Unity has an equivalent feature.
@arpitdwivedi5302Ай бұрын
That was bananas 🙃
@its_tenten5342Ай бұрын
the last tip is a god tier pro tip thank you sm
@wes.mcdermott15 күн бұрын
Thanks!
@TechWithVideepАй бұрын
😂😂😂
@cvcvr9742Ай бұрын
Hello there! May I know would it be possible to have padding options to the exporter? <3
@wes.mcdermott15 күн бұрын
I can look into it. I haven't been working with the API in a long while. I have someone in my team is looking into the new API tools. I can talk to them about upgrading the plugin.
@dertobbe1176Ай бұрын
Is there a way to select same height in world Position?
@YepDonkАй бұрын
I have watched you for many years my friend. It's nice to see your face. You are an extremely good instructor. We all appreciate you Wes! Banana 🍌
@wes.mcdermott15 күн бұрын
Thank you very much! So sorry for the late reply. I greatly appreciate your support.
@sambramthonse3941Ай бұрын
Everytime I watch your content I wonder how bad I'm at 3D 😔. Nevertheless keep posting tuts and helping community cheers 🙌
@wes.mcdermott15 күн бұрын
Thank you much! I feel the same way when I look at my co-workers. I think we all feel that way about our work. Best thing to do is to always keep moving forward and most importantly, have fun with 3D. Enjoy the journey.
@larrylaffer3246Ай бұрын
GRAB THE 🍌 KRIS! GRAB IT!
@hotfishdevАй бұрын
When doing game jams together, my buddies know to make sure I get fed. Or else all the enemies will be food monsters.