At the start you mentioned, its not for beginners and all but, would be lovely to at least know the names of addons you were using. Great tutorial, by the way :)
Thank you for this video. I made my own theme but I didn't know how to save it and after I changed to another it was gone. I hope that software developers sometime in the next 10 years will wake up again and stop making the users to re-learn and customize everything.
You don't need to but if you want to do a sculpting pass like adding some dents/scratches ect. You can do this in blender too but I'm more comfortable in zbrush! :)
@@jacrossiter2097 ah, for sure, just used to make this in substance. tbh its much more reliable pipeline when u make all this in highpoly, ty for answer mate, good videos!
could you show the geometry of the gun? maybe even show the workflow. im considering to use quad remesher but the topology seems iffy with bad pole placments at times
Wow! This is an old video. Sorry the info is pretty out of date now. I still use blender every day though 😊 I don't think you need to do this on newer versions.
@@jacrossiter2097 Hey brother! yeah i had a further look & achieved it. by default 'region overlap' is already turned on & in the theme settings, you can decrease the opacity of the N-panel to whatever you like. all good, thanks for taking the time to reply. hope to see more videos from you man :)
Ahaha, thanks. This was back before I improved my audio recording to remove the sound of my baby 👀 The keyboard an Owlab Spring and it's custom built by me using boba u4t switches and ceremaic keycaps. It's my signature sounds 😂 Best board ever.
Killer video, this is going to change the way I created High Poly assets. Really into spaceship design and teaching people that kind of stuff so when the money's right I'm going to fully implement this.
Do you have any recommendations on starting substance painter? I've checked out a couple of videos and they all act like the viewer has immense background knowledge on it despite specifying "ABSOLUTELY BEGINNERS" in the searches.
@@jacrossiter2097 The edge loops going spiral instead of a close loop. To replicate it, Use Suzanne, add a few subdiv then Quad Remesh. The edge loops spirals all around instead of following an expected loop flow. (e.g closed horizontal or vertical) EDIT: Found a more obvious example. I expect a closed loop but it just goes spiral. UV Sphere Subdiv 4 Remesh 20k
1:29:20 This was really mindblowing when you show how detail-oriented these textures are, even for the tempered-steel burnt from real life gun productions This was a really useful format for learning Substance Painter, I hope you do more of this!
man, f*ck, i watched all 2 hours of this video, just so you could save the texture production gold off video, during that last final cut haha sad . - .
I dont want to sound ignorant but wasting 10+ hours on perfecting the details of a texture is not worth it in my opinion, especially when you're working with strict deadlines. If the first glance at a model sells the look, that means you're %90 there and most of the time studios don't really care about that last %10 when you have 10 more models to complete in 1 week.
I can corroborate this, but people seem really confused by why this is the case. So, I'll shed a little more light: It really depends on the model and how it's being used. If it's a 3rd person shooter, and the camera only gets up to a medium close-up view of the gun, then you don't need to get too crazy with the extra-fine details like being able to count the hairline scratches. Because chances are that most people aren't going to see or care about THAT level of detail anyway, so why waste time on that? Especially when you have a dozen more guns and props that need to be modeled and textured in the next 40 hours. If we were making the next Call of Duty, and the gun takes up half of the screen for most of the game, then yeah- it really would be another story. However pistols will probably not be used nearly as much as rifles, which will undoubtedly take more time to create. So similar logic still applies. If you wanna work in AAA, you need to work FAST
Yeah, exactly. The UV looks squished on those faces. If it were my asset I would fix that island. A little stretch is fine in some situations but not like this
Yes and he's improved a lot this year. Something to keep in mind also is that the better your skills become the harder it is to improve. Getting your texturing ability to a 5/10 takes much less than going from 5/10 to 6/10. The better you get the more growth beomes minute and harder to gain.
@@jacrossiter2097 problem with learning 3d art by yourself is that after some point, you dont even know what you should learn/how to improve, most of the tutorials become useless after certain point, they dont teach anything new
@@phillyleotardo4343 I totally agree. I think that this video will not help most people but for those that have the basics but are still struggling to hit AAA quality it will help. It would have helped me greatly when I was learning. If you would like my to go through your work I could probably make some time
18:00 in the environment tab change the Environment Alignment option to Camera, that locks the HDRI to your camera rather than the regular environment so you can see inside things that are too up/down directional for the regular HDRI to light
Thanks for this. It's embarrassing to admit but I've been doing 3D art for 10 years now and my textures still look like first year hobbyists 😔 I can model just about anything but the texturing process is so hard to wrap my head around, I have no eye for it. This was helpful
Well... I guess you can always throw more geometry at the problem... 🙄 It's not clean modeling though and will quickly give you trouble in larger scenes. It's so much easier to clean up a low tessellation and then let subdivision do its thing.
It's all about context. I was thinking about this in the context of a highpoly model to bake from. Don't use this technique if you modelling a castle 😋
Hey, I think it's a tricky question to answer because it typically people try to learn many adjacent stills at the same time, like UVing, Texturing, zbrush, ect. If you focused just on making highpoly hardsurface models then I would say maybe 200 hours. Again depends if you wanting to learn subd modelling, cad + remesh like i showed or zbrush. I think you would be surprised though with how quickly you can learn if you start focusing on just one skill :)
I didn't realise this would be of interest to people. I'll try make a few more. It's a cool challenge. Definitely check out @machin3's video where he shows how to do it in under a minute. That way can be done in blender without the need for an addon like quad remesher :)
@@postmodernerkindergartner960 I'm working off surpport tickets as fast as I can, including on the weekends, but I also have other things to do.Some support tickets get prioritized some are not issues at all and so less important. You can always follow up via email if I'm not fast enough for you.
Been using blender for 4 years and I didn't even know there were dedicated modifiers for smoothing a mesh right in front of me. Thanks a lot for sharing!
It's so nice! It can really get laggy though if your project gets huge. Maybe later I'll do a specific video and tips for remeshing. Though the long and short of it is to apply the modifier and then decimate it down 👍