Hello there! I appreciate your support and apologize for the gap in my video uploads; life has been quite busy. and your kind words inspire me to continue creating content. I will share more content soon. Stay tuned for upcoming videos.
Hi there! Thanks. I'm using a set of smart materials created by Zack D Maxwell. You can find them here: www.artstation.com/marketplace/p/kok/stylized-metal-smart-materials. These materials are user-friendly. Additionally, I incorporate dirt elements that are already available within Substance.
Salutations. Congratulations on the model. I wanted to ask you if a full real speed, unaccelerated tutorial, export and import on Substance Painter was possible. What materials do you use for this model?
the materials he used are half stylized and half realistic which are very complex to made for a beginner in texturing process. need to learn proper UV mapping and substance painter workflow.
Is there UV's here? If so, may you pleas show? I need to have a reference when I make models (noob here) and also know what the process looks like if the model has multiple objects combines and not just one shell.
Hi Artforge, your works are very impressive, I watched all your video about modeling, texturing, but can you make an episode about how to render/composite artwork for presentation like you did?
Hi, unfortunately I did not record all the parts for this project, the video was intended for inspiring purposes, I will try to do so in my future video, right now I am quite busy working.
Hi, Thanks, Set the lighting and rotate the model 360 degrees linear with no ease in ease out, for 10 sec, if need it clockwise, set it to -360 degrees, here is a link to my turnable render setup: drive.google.com/drive/folders/13OZpMXJoWaBYrZhSHs3AHnokKI1ofybD?usp=sharing
Don't suppose there's any high to low normal map an AO baking when you get into substance painter is there? or do you just up the res of the low poly model for the high? thanks again :)
@@JaxMurderer Yes I use just one model and double the geometry res before doing substance, All normals, AO... I do it in substance itself, Sometimes for complex organic I use ZBrush and bake the high poly details in subtance.
and since you always use subd smooth preview, when u do uv/texturing do u always apply the subd first or just uv/texture the 'low poly', i ask this because i often get texture stretching when the subd not applied permanently whats the better workflow for you?
Hi, here the answers to questions: 1 I do model in quads as possible I can, but a little bit of traingle is ok, when you will apply the subdiv later in the final model, all the triangles will be converted to quads. 2 When doing Uvs I keep smooth preview, But before texturing I make a copy and apply the subdiv because substance painter dont support smooth preview. 3 For texture streching, you can work in smooth preview, but your UV Boundary Smoothing need to be set to (Preserve edges and Corners) Check this video for stretching issue ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Gg_RD-N_rWE.html
Great job! One question tho, the smart material that you’re using in SP, are you going to make a tutorial on how to make it or is it available for sale? Couldn’t find store on your artstation but I’d love to purchase it!
Hi, thanks, The smart materials are not from me, they are available for sales here: cubebrush.co/alchemiciron/products/dth7eg/stylized-metal-smart-materials
@@Artforge756 Thanks, I’ve known these smart materials for some time, but did you modify them to get those metallic stylized surface details and stuff like that?
@@assasssin5328 I play with the roughness a bit, and use some ruby and reflective stone material from the same guy, I am not able to find the link online, If I get them will send you
@@Artforge756 Hey pal, I've got another question if you don't mind. Recently I've got these smart materials from the guy you mentioned but couldn't really get any decent results like yours. I tried to play with different settings but the materials just don't have these surface noise details. You also mentioned the ruby and stone material from the same guy. Did you like mix the stone material noise with one of the metal materials to get this kind of metal noise surface details on metallic parts of the bomber?
@@assasssin5328 Hi, Yes I am using a dirt material and a rust material as well, and I render my models in arnold using maya 3 point lighting, give me some time I will share my lighting template with you and look ffor the other materials.