If I'm being honest, I personally like to work on max 1-2 programs than on 10 other such programs and then play around with exporting, importing, repairing, checking, etc. Blender has everything it needs (Modeling and Sculpting), but what's really frustrating is that Texture Paint doesn't have a layer system like Photoshop or Substante Painter. It would make life so much easier that it's a shock (At least to me, fanatic of stylized models xD) And by the way, he's quite a Champion, that white beard fits perfectly and reflects his character ;D
Very very nice! ❤️ could you please dive a bit deeper into a comparison (or where blender is lacking) between blender infused with addons and Zbrush, regarding to sculpting?
Great video! But is there any issues with using mirror modifier before the seaming process, and then create the UVs, while mirror modifier was not applied yet? So that we can have the mirrored mesh data to paint only one side, and it will be applied to other side, too? Ofc if there are unsymmetrical details on mesh, or something different on one of the each sides, they should not be mirrored. But UV Magic kinda works in that way too right?
In defense of Blender. It is intuitive. Blender is like a car. Yes, not everyone will immediately understand what and how, but it is cheap and easier to learn. Zbrush is a plane that will take you anywhere in the world, but for this you have to "kill" many years.
Also Blender is very & easily customizable: people add or create add-ons to exactly imitate the same tools of other softwares which are specialized in the needed sphere. But some people might do most of the stuff in blender and then texture in Substance painter.
Better analogy: Blender's a swiss army knife. It can do many things, some it can do very well (modeling), but others rather poorly (texturing). ZBrush's like a chisel. It can only sculpt, but damn, it can sculpt. Most tools available here are for sculpting and sculpting alone. Just look at how many points it can handle. Don't try to box model though (ZModeler) cause you're gonna be in a world of pain. Aslo, ZBrush is not hard to learn. In fact, it's easier than Blender and most 3D softwares. Only its UI is a mess. Don't get married to a single software. :)
Yeah but at the same time, if you're doing at as a job, some programs like Zbrush are industry standards. So even if Blender would be better, companies are looking for people with Zbrush skills for example
you can add layers in blender by adding a new image texture and connecting the image textures with a mix color node and the fac fully on the right (on multiply mode). thats my way of doing it, else an addon that adds them :D
Yea i was thinking you can use texture nodes to do it, it’s essentially doing what layers is doing, with even more control perhaps because of all the different nodes.
@@theshuman100 That's so crazy, I remember in Maya back in 2005 I was taught to only paint half the mesh for this very same reason. Guess some things never change across time and programs, eh? 😊
uhh you didn't need an add on to paint both sides at the same time free or otherwise. there are 2 different ways to do it without an addon. 1) mirror modifer. Either unwrap before applying or delete half after unwrapping and then do a mirror modifier. 2) My personal favorite turn on X-symmetry while texture painting. This allows you to do symmetric and assymetric painting by turning it on and off.
Yeah I thought about the mirror modifier but was scared that it wouldn't work the way I wanted it to so I didn't use it. But I might try it in the future. X-symmetry adds symmetry but another reason I did it this way is that by overlapping the UV islands of both sides the model takes up half of the space and I can make the islands bigger and thus get a higher resolution. :)
It's Philogix Pbr Painter - Pro. Unfortunately it doesn't work well for the League art style because it distorts the colors or I just haven't figured out how to properly do it. :)
Problems arise when you want to separate the colors into different layers. So if you don't do that it might work well. But I need to do some more testing to confirm that. So far I can't recommend getting it. Maybe in the future though. :)
Great Video! How long did this creation take you? I appreciate the honesty in showing what blender would need to be that little bit closer/nicer to some of the paid software.
please tell me do you draw muscles by creating several layers of the texture of the picture?which brush do you use for smooth muscle shadows? Is it better to use substance painter for juicier coloring? in the blender, the colors are pale and not juicy
For this one I started with a neutral skin tone (medium saturation + brightness) and refined it with lighter and darker tones. Texture painting in Blender is still very bad, so if you have the opportunity, using Substance painter or any other software dedicated to texture painting will be a better option. :)
I haven't been up to date with league for many years now, so Idk if this is an actual character from the game, but by blender guru, this looks like it's straight out of the game. I'm really impressed by your results!
It's Philogix Pbr Painter - Pro. Unfortunately it doesn't work well for the League art style because it distorts the colors or I just haven't figured out how to properly do it. :)
I mean ... You can Layer Stuff in Blender. If you work with Materials, you can make full Use of the Image Textures. One with a base color, Use MixRGB to Factor a second Image Texture into it for Shadows, another one for Highlights, etc.
Great vid as usual. When it comes to texturing I do this and three possible options one is to take it over to clip Studio paint second option is to take it over to photoshop in the final option is to take it over to substance painter. Because blender has a no layer system I wish one day that blender will finally have the option to add layers when texturing in a future update
Meh. Blender again. God I hate blender. I can't even get past their camera. Is it because I've been using Max since the beginning of time? Probably. But why do I have no problems with Unreal? Here's to hoping sculpting/texturepainting become a thing in unreal.