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Create seamless TILEABLE textures using objects & sculpting in Blender 4.0! 

ItsPaulTodd
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7 сен 2024

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Комментарии : 17   
@moatef1586
@moatef1586 6 месяцев назад
That's a great workflow. Thanks for sharing it
@brianbergmusic5288
@brianbergmusic5288 6 месяцев назад
Great idea! I personally would use this to render UV-textures for oldschool low-poly level design.
@purplepixeleater
@purplepixeleater 5 месяцев назад
hmm ty for that insight :)
@arthesisok2884
@arthesisok2884 6 месяцев назад
badass tutorial man!!! was recently looking to do this actually
@titanmoruma5834
@titanmoruma5834 6 месяцев назад
thanks for that
@stedbenj
@stedbenj 6 месяцев назад
Awesome!! Liked and subscribed
@peabrainz
@peabrainz 6 месяцев назад
Great work! i really want to learn the substance painter part
@itspaultodd
@itspaultodd 6 месяцев назад
If there's anything I can make a tutorial on let me know. I'm happy to do it 😁
@giovannipanarello
@giovannipanarello 6 месяцев назад
you could do a bake also in blender in another way)
@SumNumber
@SumNumber Месяц назад
Cool. Black on grey is horrible for seeing the mesh in edit mode so it is a little hard to see what you are doing. Kinda dumb that is default but maybe they did that so people can choose what they want . Horrible for modeling in edit mode and not really that great in object mode. :O)
@vincenzo2288
@vincenzo2288 5 месяцев назад
Beautiful tutorial! Is it possible to obtain a normal while remaining within blender?
@itspaultodd
@itspaultodd 5 месяцев назад
Yes you can bake normals within Blender, I haven't used this option for years but there are videos out there showing you how to do it 😁
@Vyrulian
@Vyrulian 4 месяца назад
This is what I have been looking for for days but you lost me a little on the transition from Blender to Substance Painter. The last clip in Blender showed four tiles in your array. I see the "four tiles" in SP too but then your selection is only the repeatable section.
@purplepixeleater
@purplepixeleater 5 месяцев назад
wait... tbh this is reverse thinking a bit from normal low poly work... in this it wont matter how detailed the mesh itself is (to a degree of course) because we will "bake" that into the normal instead of having a mesh that is full of vertices and their coordinates etc... and especially since we are repacking that into a texture output that we overlay onto a mesh, (like in a game engine) we wont need to pull the data from the mesh vertex data, instead we pull them from the normal map bit depth layers and rgb separation and this also applies the same with any other image data layers we choose to incorporate?
@JaxiPaxified
@JaxiPaxified 3 месяца назад
This has been a common way to obtain detailed models for games in a while now. First you sculpt a high poly object, then make a low poly version, and bake the details to its textures
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