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The DiNusty Empire
The DiNusty Empire
The DiNusty Empire
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Welcome to the Empire, the DiNusty Empire!

This is a community of artists striving to get better at what they do as well as helping fellow artists improve along the way. From suggestions on what to create to critiques on personal work to portfolio reviews, you can find it all right here.

Join the discord above for all your art needs and take a look at the Twitch link for streams by DiNusty himself.
WEEK 26 / Critiques / 2024
1:52:24
Месяц назад
Adventures Museum Community Project
3:42
Месяц назад
Portfolio Review: Gianni Carpinelli
25:43
2 месяца назад
Portfolio Review: Dino Novak
36:55
2 месяца назад
Portfolio Review: Bray Dickey
29:38
3 месяца назад
WEEK 17 / Critiques / 2024
1:53:03
3 месяца назад
Portfolio Review: Handy Chevrin
31:28
3 месяца назад
Portfolio Review: Connor Kinsey
31:35
3 месяца назад
Portfolio Review: Bryan Mckinley
36:49
3 месяца назад
Portfolio Review: Ömer Furkan Pala
26:27
3 месяца назад
WEEK 8 / Critiques / 2024
2:13:38
4 месяца назад
Portfolio Review: Tashan Attawia
27:40
4 месяца назад
WEEK 2 / Critiques / 2024
2:11:34
4 месяца назад
Portfolio Review: Roger Homedes
32:14
5 месяцев назад
Portfolio Review: Kerrigan Marois
23:14
5 месяцев назад
Portfolio Review: Luke Mills
20:53
6 месяцев назад
Portfolio Review: Seung Yi Lim
23:18
6 месяцев назад
WEEK 48 / Critiques / 2023
2:07:31
6 месяцев назад
WEEK 45 / Critiques / 2023
1:55:29
8 месяцев назад
Portfolio Review: Alexander Sheynin
27:10
8 месяцев назад
Portfolio Review: James Cashmore
33:18
8 месяцев назад
Portfolio Review: Dongsheng Han
32:03
9 месяцев назад
Portfolio Review: Omar Fadhlaoui
38:29
9 месяцев назад
WEEK 42  / Critiques  / 2023
2:08:20
9 месяцев назад
Portfolio Review: Ruslan Tungushov
33:39
9 месяцев назад
Portfolio Review: Elisa Vallardi
27:09
9 месяцев назад
Portfolio Review: Michael Biwenka
23:07
9 месяцев назад
Portfolio Review: Jesse S
38:06
10 месяцев назад
Комментарии
@johnnytwinjacket
@johnnytwinjacket Месяц назад
Thank you for the stream!!
@Serafinelly
@Serafinelly Месяц назад
Nice! What a lovely video, thank you, Jeremy!
@Bulborb1
@Bulborb1 Месяц назад
Dope!
@pouyasaad7218
@pouyasaad7218 Месяц назад
Nice Work everyone ! it turned out awesome.
@ChristIsRisen33
@ChristIsRisen33 Месяц назад
GG is the homie.
@paulareb2074
@paulareb2074 2 месяца назад
Waw! Super cool! And the result looks very very nice. Thank you so much for sharing!
@henrychervenka2166
@henrychervenka2166 3 месяца назад
Awesome work Handy! 🔥
@arejustpolygons8890
@arejustpolygons8890 3 месяца назад
nice textures
@turbovlad
@turbovlad 3 месяца назад
In UE 5.4 epic have added instancing for MeshDecals (commit 25dce53f0eb133320aebc53d3c9c052fab69782d for 5.4 branch) . So this technique becomes even more desirable .
@vedantkhanna1970
@vedantkhanna1970 3 месяца назад
How to sumbit portfolio for review please reply 🙏
@saturn5312
@saturn5312 3 месяца назад
there is no way you are giving these for free
@Fudds
@Fudds 4 месяца назад
Thanks so much for this Jeremy! Really honored to be featured on the thumbnail 🦀
@TheDiNustyEmpire
@TheDiNustyEmpire 3 месяца назад
of course. your also linked in the description :)
@TheTimeProphet
@TheTimeProphet 4 месяца назад
I use multiple channels in 3ds max too. It's a pity that substance painter can't use them.
@Artopiumcom
@Artopiumcom 5 месяцев назад
Watched the whole video, signed up to art station, downloaded your content files ONLY TO FIND OUT it's not compatible with 5.3. What a shame because this is the first tutorial that does somewhat of a decent job of explaining how this all works. But as you explain in the beginning of your video this is not a step by step set of instructions and therefore this video tutorial really relies on the project files for a complete understanding. A warning in the description would have saved me quite some time this morning.
@LevitskiSRGE
@LevitskiSRGE 5 месяцев назад
Very interesting but it seems like an overkill on the transparency draw calls department? 🤔
@evgeny3022
@evgeny3022 5 месяцев назад
Hi, how can I send my portfolio for your review?
@chris_warstat
@chris_warstat 6 месяцев назад
So, how would you go about fixing the seams in the detail normals that'll occur at the UV borders? Tri-planar projection comes to mind, but I think that becomes problematic, if your mesh is supposed to move? Trying to get this effect going on a character.
@chris_warstat
@chris_warstat 6 месяцев назад
So, to answer my own question, should anybody stumble upon this: Take a pre-skinned local normal and a pre-skinned local position node, connect them each to a VertexInterpolator node and then connect these to a WorldAlignedTexture node. (into the World Space Normal and WorldPosition inputs) Then connect your texture (use a texture OBJECT, NOT a texture SAMPLE) into the TextureObject input. Then take the XY or XYZ Texture output and plug it into whatever channel you need. Boom, no texture seams anymore.
@SaM-tl5nz
@SaM-tl5nz 6 месяцев назад
Always nice to see others work
@aventu-yt
@aventu-yt 6 месяцев назад
FYI: GrabDoc now supports Blender 4!
@sam_pyrtuh
@sam_pyrtuh 7 месяцев назад
Thank you for this informative tutorial. It has been extremely helpful to me while working on commercial projects.
@user-ke6op2eg3t
@user-ke6op2eg3t 8 месяцев назад
Can you explain how did you clean up the edges? What tool did you use?
@stefanvaduva923
@stefanvaduva923 8 месяцев назад
hi, great tutorial , very straightforward! I'm having trouble getting this to work with other angles though. Is there any way to use the same texture( baked from 90degree corners) on, maybe a 45degree corner or do I need a specific edge decal for each angle?
@mt-wo7zk
@mt-wo7zk 8 месяцев назад
Thank you for this
@FishMan1nsk
@FishMan1nsk 8 месяцев назад
All this is cool but shader complexity might be a bigger problem than drawcalls. So at the end you will get fewer drawcalls but less perfomance because the shader is more complicated which neglects all the benefits.
@petyavodolaz
@petyavodolaz 4 месяца назад
GPUs are crazy fast at calculation. Doing this masking (especially in vertex shader) is waaaay more cheaper rather than waiting for a drawcall from CPU.
@ethanwasme4307
@ethanwasme4307 3 месяца назад
like the above said, draw calls and texture lookups are far worse. as well, you can have high instruction count shaders, just don't use them on meshes that are prone to overdraw :)
@frensisbasha
@frensisbasha 8 месяцев назад
help i dont have trim smooth border
@keremikzz6509
@keremikzz6509 8 месяцев назад
how can i join this review :')
@dubblesnup4457
@dubblesnup4457 8 месяцев назад
through his patron, apparently you have to join the $5 tier and you have to wait 6 months.
@TAKASHI2010SAM
@TAKASHI2010SAM 8 месяцев назад
do studio really care about environment artists skill in substance designer cuz i am environment artist i dnt knw sub designer
@dubblesnup4457
@dubblesnup4457 8 месяцев назад
its not necessary but its a nice skill to have. most AAA studios will have a texture artist to do that part, but maybe in smaller studios the environment artist will have to create the materials.
@Meloncov
@Meloncov 9 месяцев назад
So between your answer to the question about shaders and your obvious interest in making large scale pieces: you should absolutely learn Houdini and PCG in Unreal.
@ChuckPalomo
@ChuckPalomo 9 месяцев назад
not sure what I'm doing wrong but when I create mesh decals sharing the same world space as the base geometry it starts flickering like crazy. Also I can't seem to apply materials set to deferred decals to meshes, only to normal decals. Edit: In case anybody is running into the same issue I did, don't enable nanite for your mesh decals in UE5 or decal materials won't work.
@Bulborb1
@Bulborb1 9 месяцев назад
The fact that unreal engine is free is insane
@winzyl9546
@winzyl9546 9 месяцев назад
Isnt he the guy that was fired from CA for sexual abuse?
@p_to
@p_to 9 месяцев назад
This was really helpful! And I love how respectful you were while still providing constructive feedback that can be easily actioned. It's super trendy up here to just jokingly rip people apart, and though I'm sure most of them are scripted and that the artist is told in advance, or at least warned that its a bit, it still promotes hate for me and is plane useless for the viewer other than for comedic purposes and potentially some low esteam folks wanting to think "ah I'm better". Anyway! Rant done! Just trying to say that this review was actually helpful and inspired me to think differently on some of my stuff. Question: I'm currently working on Nomad Sculpt because I'm a fan of its portability and ease of use. Have you used it? Any suggestions for creating good mesh with Nomad?
@pouyasaad7218
@pouyasaad7218 9 месяцев назад
Nice review man, keep it up
@pouyasaad7218
@pouyasaad7218 9 месяцев назад
The texture load problem with marmoset viewer was Artstation nunpro filesize limit
@pouyasaad7218
@pouyasaad7218 10 месяцев назад
Nice review
@serhiikhromov1760
@serhiikhromov1760 10 месяцев назад
oh wow, used my work in a thumbnail? I feel so special))))
@renroger2941
@renroger2941 10 месяцев назад
cooll chinese?
@harrygeorge3665
@harrygeorge3665 10 месяцев назад
For anyone getting very dark shadows on their mesh decals try turning off Tangent Space Normals in the material as Dbuffer uses World Space Normals
@DeputyChiefWhip
@DeputyChiefWhip 10 месяцев назад
So in a nutshell…. 1. Use weighted normals on Target mesh 2. Non weighted for High poly mesh 3. Turning off the Normal channel so its not baked and therefore if flat. 4. Add levels and adjust the white!
@BelfrostStudios
@BelfrostStudios 10 месяцев назад
Question: I have a MASSIVE environment I am building with 100+ Walls of varying shapes and sizes. Can this mesh decal be used on most of them that I am trying to lessen the hard edges on? It's a lot of work to do every single wall corner by making it less 'hard' so I was wondering if this is an alternative that could work.
@tamizhanVanmam
@tamizhanVanmam 11 месяцев назад
Hi looking very nice and helpful. And I want to know that "normal detail article” you mentioned in stream while giving feedback .can you share me the link which is helpful for me. Thank you
@marcusreynolds226
@marcusreynolds226 11 месяцев назад
'promo sm'
@MichealMoyle
@MichealMoyle Год назад
So glad I watched this, what a legend.
@Meloncov
@Meloncov Год назад
In regards to metalness needing a binary input--you need a range of grey values for purposes of anti-aliasing.
@TheDiNustyEmpire
@TheDiNustyEmpire Год назад
Wouldn’t you agree though that this really depends on the studio? Because we are PBR we are not it’s a estimate anyways. Substrate I think changes this.
@Meloncov
@Meloncov Год назад
Any given material should almost always be solid black or solid white (the only exception is things that mix metals and non-metals at a microscopic scale, like metallic paints), but if you only have two bits of information you're gonna get jaggies in the transition between metallic and non-metallic areas of the metalness map due to aliasing. I'm not aware of any workflow that gets around that.
@morgarin7726
@morgarin7726 Год назад
I don't like the result with roughness on TV. The materials don't look the way they should, like this TV has been doused with tea and is now sticky.
@graphixworld7190
@graphixworld7190 Год назад
Nice Insight
@phalhappy8612
@phalhappy8612 Год назад
Hello, thanks for sharing this cool technique. What about UV sets from Blender that has name instead of numbering order? is it still work the same way?
@TheDiNustyEmpire
@TheDiNustyEmpire Год назад
So from blender as far as I know they still are in the order they are made. There are addons that let you change the order but I usually keep the packed one in uv0 always because substance painter takes the first uv set always