Great vid! Have done some handpainting in Photoshop, but wanted to try out stylised painting in SP for my current project. Some of those were such a great help! Thank you! :)
Hello for the folds, is there any way you can get the same affect with folds that are textures on? For example, I use fold alphas and stamp them on my model, will the high and low shadows still work?
Specifically the Curvature map and I think the Position map play into this. You should of course have Normal, World Space Norm, and AO. All these are baked from your high res import if you have one, otherwise bake from what you're using.
Finally got the issue You need to bake maps first to stuff do like that In this video an author hopes that you should understand things like that So keep that in mind)
Specifically the Curvature map and I think the Position map play into this. You should of course have Normal, World Space Norm, and AO. All these are baked from your high res import if you have one, otherwise bake from what you're using.
Great. When did you named the layers (base, curvature, dirt...), watching this video and didn't noticed you double-click on them and rename it :). Sorry for minor question like that. Greetings from Croatia !
looks great trick. and i have a question, so then if we export those textures to such as Maya, would it have that lighting trick information with the texture maps? or is that trick just for Render view? hmm... cuz that seems like shading option.
I feel very confused about how to make the UV maps before start to paint the textures... If you have some tutorial that teach how to make a high poly mesh in zbrush turn into something i can put in Substance painter and start to paint, please tell me... It would be very helpful
Don't UV in Zbrush, the program sucks at it, export it into maya or whatever software you're using and then lay UVs out there, it's much easier and more reliable for good end results.
@@yarugatyger1603 yeah youre right! I find out that it was impossible to have good UVs on zbrush! For now i'm using blender to do it! Its free so, was the best option i found.
If you enjoyed the video and think I deserve a buck or two, check out my Patreon to join the community:
patreon.com/stylizedstation
Love about the first light set up , did not know that and make huge difference! Amazing video!
love how you break down steps. great teaching * 2x thumbs up
Thank you my friend :)
wow.. feeling lucky to come here...Thank you.
woooow ... amazing 😍🤩😍
The course on stylized Station myTeachable doesn't have the model/asset to work with.
this look so good I wanna try this metod in my near model, thank you for tut
Great vid! Have done some handpainting in Photoshop, but wanted to try out stylised painting in SP for my current project. Some of those were such a great help! Thank you! :)
You can do it!
Awesom! Thank you so matsh!
Thank you!
very nice you did good
This is gonna be good for my project!
At the seams of my object. the colors are different for some reason.
loved it dude!
Thanks :)
Hello for the folds, is there any way you can get the same affect with folds that are textures on? For example, I use fold alphas and stamp them on my model, will the high and low shadows still work?
Dude! Super helpful, thank you! :D
Glad to hear it!
The position gradient doesn't work, it just blends colour and changes entire mesh with no gradient
Specifically the Curvature map and I think the Position map play into this. You should of course have Normal, World Space Norm, and AO. All these are baked from your high res import if you have one, otherwise bake from what you're using.
Having the same issue as a person below. I can't get it be gradient. It's just solid.
Finally got the issue
You need to bake maps first to stuff do like that
In this video an author hopes that you should understand things like that
So keep that in mind)
Specifically the Curvature map and I think the Position map play into this. You should of course have Normal, World Space Norm, and AO. All these are baked from your high res import if you have one, otherwise bake from what you're using.
For me too as 2 others below, can't get the position gradient to work - just applies the color to the entire piece with no gradient
Youll probably have to bake your maps first!
Great. When did you named the layers (base, curvature, dirt...), watching this video and didn't noticed you double-click on them and rename it :).
Sorry for minor question like that. Greetings from Croatia !
I cleaned up the names in between takes :)
hey, great tutorial. How is stylized filter lighting works when you want to export it to unreal engine or unity? thanks :)
Its a baked filter, so its baked right into the albedo :) you jsut export the texture maps.
looks great trick. and i have a question, so then if we export those textures to such as Maya, would it have that lighting trick information with the texture maps?
or is that trick just for Render view? hmm... cuz that seems like shading option.
Yes, the light is baked into the texture map itself, so itll look more or less the same when you export it
@@StylizedStation ah ha! got it thank you so much!
To paint stylized just do something like what you did with the cloth?
Sure! Painting highlights, AO and lighting are important parts of handpainting. I'll be doing handpainting tutorial int he future :)
I feel very confused about how to make the UV maps before start to paint the textures... If you have some tutorial that teach how to make a high poly mesh in zbrush turn into something i can put in Substance painter and start to paint, please tell me... It would be very helpful
Don't UV in Zbrush, the program sucks at it, export it into maya or whatever software you're using and then lay UVs out there, it's much easier and more reliable for good end results.
@@yarugatyger1603 yeah youre right! I find out that it was impossible to have good UVs on zbrush! For now i'm using blender to do it! Its free so, was the best option i found.