Hi! My name is Jacob, I'm working as a 3d artist in the games Industry and want to share what I have learnt so far and hopefully help other aspiring artists get into the games Industry.
Can you help me figure out what the steps are after sculpting my dynameshed object? I just cant figure it out, I tried following your workflow but I cant seem to figure out what I need to do with my lowpoly and highpoly mesh... I made a blockout in blender, imported it into zbrush with GOB, I remeshed it and then dynameshed it. Added my details, duplicated the mesh and then zremeshed one down for my lowpoly model. Then I uv unwrap the low one in blender go to substance, start project with my low and bake my high mesh onto it but I just dont get the effect you had in your wood tutorial. It felt like it got no depth in the cuts...
Hey Michiel, DM me on my artstation or twitter (links on my channel) and we can go through your files together and see if I can help in anyway to get the result you are looking for.
Cheers for the tutorial. New to texturing and your gumroad assets are SOO reasonably priced... just had to pick them up to better understand workflow. Thanks
All of your tut's are fantastic, perfect length. However, as with 99% of all ZBrush > SP tut's, we need more showing the exact high poly / low poly workflow explainers.
Hey, Nice vid, If you want to keep only one channel on your fill layer, like for example the base color, you can press « alt +click on the channel you want » it will automatically keep the channel you selected and remove the others
Thanks, yeah I just bake in painter and render in marmoset, nothing special with the baking but I hope to come back to youtube and make more tutorials. Just been busy with moving game studios, homes and all that other stuff the past year, more videos soon though!
Thanks! It's actually an original image I created for an article I wrote for gameartists.co.uk. The pinterest button is just a pinterest quick save plugin I added to my browser. You can find the article here: gamesartist.co.uk/stylized-wagon/
you're going to export the sculpted model it will become a high poly model, and then in blender you can bake the high poly model onto your low poly model, and you can do the rendering inside blender.
Hey Ollie, have you baked texture maps from a sculpted mesh on to a low poly mesh? If you are using the assets from gumroad it should be already there but if you are using your own assets you will have to make a high and low poly mesh and then bake the details from one mesh to another to get these maps. Google "baking in substance painter" or something to get an idea of the process. If that's not what you're looking for though let me know
Yes definitely! you can even get the brush pack I used for this tutorial for blender search "orb brush pack blender" in google and you can download it.
Great video! Do you have any tips for creating those strokes with a mouse and keyboard? Unfortunately I don't have a wacom and I can't change brush pressure mid stroke like you can...
Hey there Jacob, I,m trying to make a ladder using this technique for my planks, i have 7 planks on there + 2 support planks and I have a total of 11.4 million points. My question is: is this too many or is it fine? I subdivided 8 times because otherwise my brushstrokes were pixelated. Is there a rule on how many points is too much or is this ok? If there is, how could i reduce those without losing quality?
Hey Jens, so for sculpting you can use as many as you need, but instead of subdivisions you might be able to lower the points using the dynamesh feature when sculpting. This will just help with performance if you are lagging while sculpting and maintain quality. If you want to take this in to substance painter or texture it/use it in any way after though, look into retopology, uv unwrapping and baking. I would estimate a count of around 500-1000 tris if not less depending on the complexity of the ladder for the final mesh.
can someone pls help me, you'd give you MONEY its been a WEEK AND NO PROGRESS i cant see the curvature map on bitmap, and I don't know how to bake in blender, literally about to cry and quit blender forever, pls im so desperate and crying on my keyboard
Hey, If you purchased the asset files from my gumroad the maps should be already baked in the substance file. If you are using your own assets though, make sure you have a high poly sculpt and a low poly optimized mesh, you can then bake your curvature and other necessary maps directly in substance painter, check out the official substance channel on how to do this: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-hYtHp4IXvsM.html
Hey, have you baked the maps from the high poly to low poly? you can do this directly in substance painter or if you purchased my files it should be already baked in the substance painter file. If unsure, search for "baking in substance painter"
when i was exploring your channel for more videos and i found only few videos, i started screaming MOOOOOOOOORE MOOOOOOOOOOOOOOOOORE like in the star wars meme
Amazing. I was at my desk re-learning ZBrush (for the third time in twenty years) getting frustrated AF in the process. Figured I would hit the couch and do some research, loaded up YT and your video was right there in my feed, didn't even have to search for it, and it was perfect, exactly the refresher I needed. I love you! True story.
Hey Brollow, have you checked if the curvature map is plugged in under Texture set settings -> Mesh Maps on the right hand panel. Or if you haven't yet baked a curvature map from a high polygon model?