Trim Sheets in Substance Painter: Normal Map Baking + Smart Materials - Trim Texture Tutorial Part 3

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  • čas přidán 6. 09. 2024

Komentáře • 158

  • @dubblesnup4457
    @dubblesnup4457 Před 8 měsíci +10

    4 years later, this is still insanely helpful. thank you so much for making this!

  • @sassuskrassus3166
    @sassuskrassus3166 Před rokem +5

    this tutorial took me roughly 10 hours to finish but now i can start doing some Modular props
    thank you so much for this tutorial

  • @yuguhtrrh8753
    @yuguhtrrh8753 Před 4 lety +11

    I am french , and I perfectly understand EVERYTHING you're saying . I guess that you're making only good tutorials :)

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +3

      merci mon ami! appreciate the feedback, more to come soon, i promise :D

  • @saebr
    @saebr Před 5 lety +11

    Hey there Tim...
    First of all, thanks a lot for the tutorials, they are very helpful.
    I believe the solution to the ornament tiling issue is the following...
    Make the cylinder base object wider, let's say 420cm.
    When you brush in the ornaments in Zbrush, you will get those extra 10cm on each side.
    Finally when you bring it back to max or Maya ( I use Maya)... Then bake it on to the square base mesh, those extra 10cm on each side will be left out cuz there is no geo to bake on.
    Again, thanks for all your efforts.
    Regards,
    Rami

    • @PolygonAcademy
      @PolygonAcademy  Před 5 lety

      hmmmm good point! I will try that out nex time :)

    • @wirrexx
      @wirrexx Před 5 lety

      Thats how id do it too!

  • @Pirog3D
    @Pirog3D Před 3 lety +2

    everything in this course is unfairly unpopular comparing to less quality content on youtube. crossing fingers for this content will find its audience!

  • @HDico2013
    @HDico2013 Před 4 lety +3

    Absolutely priceless!!!! Thank you SO MUCH for all this, Tim!
    One thing for all of you, who have metal channel (or metal strap as part of the trim sheet) - I've found the hard way, after many sleepless months, what was the problem with my metal not looking quite right inside UE4. If you untick sRGB from your texture settings for the OcclusionRoughnessMetalic texture, UE4 recognizes it as Linear Color. If you want to have a good looking metal, this is what you MUST do and of course, NOBODY is telling you this in ANY tutorial, let alone the awful official UE4 documentation:
    - connect the base color texture to the A input on a LERP node
    - connect a 3Vector color to the B input (you can check out some PBR metal values online, fx. R:1.000, G:0.766, B:0.336 for Gold)
    - connect the metal channel of your OcclusionRoughnessMetalic texture to the alpha input of that same Lerp node
    - connect the Lerp node into the material Base Color
    - connect the metal channel of your OcclusionRoughnessMetalic texture to the Metalness input of the material
    In this video, Tim has a different approach, he's using the OcclusionRoughnessMetalic texture as a Sampler Mask. I don't know if you need to go through these steps, but you definitely need to do it, if your texture's Sampler Type is Linear Color. Directly connecting the metal channel to the metalness material input has never worked for me properly.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      Ive never had to do the lerp thing but definitley you need to set your texture group to mask if you are using a channel mask, nowdays it should untick srgb when you do that automatically and everything should look correct. Cant remember if i covered that in this tutorial or in part 4. Thanks for the in depth post!

  • @furlerer
    @furlerer Před 4 lety +3

    I think you're the most dedicated artist I know Tim! You've CLEARLY been throwing paint on that wall to your left here to *really* study the drip grunge first hand. 👏👏👏

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      hahahah :D I wish! it's just the general rattyness of my apartment lol

  • @maryanavicente9811
    @maryanavicente9811 Před 3 lety +1

    One way I'd use to check the seams in substance is: Create a fill layer with only Base Color on and apply the baked normal map to it, then change the material view mode to Base Color and either manual scale the texture or apply an offset filter to the layer.
    Really love your tutorials and I'm so sad I wasn't taught about trim sheets in college! Now I'm excited to try them out in the future!

  • @thejinxb0t
    @thejinxb0t Před 4 lety +1

    Nothing more satisfying than a successful bake...

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      hahah yea, fingers crossed and when it comes out nice.....ohhhhh yea :D

  • @TheEddhaur
    @TheEddhaur Před 4 lety +9

    I've just created my first trim texture using these tutorials! I´d love to see some tuts on vertex painting with tileable textures, to see how to combine both techniques, specially around optimisation, as it seems like there is a delicate balance on how many vertex do you need to have on your meshes so you can use vertex painting without sacrificing performance too much. I'd like to see what are the industry limitations and standards on this.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +2

      Eddhaur yup planning tiling textures and vertex painting tutorials soon. Overall polygons are pretty cheap so you can have decently dense meshes for painting, having more drawcalls with lots of materials on a mesh will impact you more.

    • @TheEddhaur
      @TheEddhaur Před 4 lety

      @@PolygonAcademy that´s actually great to hear, as a beginner I sometimes stress wondering if I'm being efficient enough with my polygon count. I'll add a tutorial on efficiency and optimisation to my neverending list of things to learn to get a job haha

  • @Pontypants
    @Pontypants Před 4 lety +3

    Your wall looks like a trim texture.
    Nice job! I am enjoying this series very much :)

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      Pontypants haha cheers :) glad you are enjoying the series!

  • @sensithe6498
    @sensithe6498 Před 4 lety +8

    For when you add the two copies to test the tiling it might be helpful to bump the uvs on them over a tile so you can re-bake without having to reimport the mesh :)

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +2

      thats a great point! way less back and forth, totally forgot about that, moving them into the 1-2 space.

  • @HappyCamper1206
    @HappyCamper1206 Před 5 lety +10

    Fantastic tutorial series Tim. Really inspiring to see such a level of detail which can also be used in a huge variety of situations.
    I thought i would share a tip regarding the Substance painter previewing of a tiling material. I think your approach of duplicating the mesh is prpbably the easiest way of doing it but if you shift the UV's from the two duplicated meshes to the 1 to 2 UV space it will not be used for baking in Substance and will essentially just work to extend the texture of the middle part even if you need to go back and make changes to the high poly model and re-bake.

    • @PolygonAcademy
      @PolygonAcademy  Před 5 lety +1

      ah good point! that would save some of the back and forth. good call!

  • @blendtecrocks08
    @blendtecrocks08 Před 4 lety +3

    Dude this is so sick. Just graduated and sadly haven't started trim sheets until now. I'm going to try the sculpting in blender and hopefully I can get some dope results. Thanks for everything you do man it really helps a lot.

    • @PolygonAcademy
      @PolygonAcademy  Před 2 lety +1

      You’re welcome!

    • @robmoreno2599
      @robmoreno2599 Před 2 lety

      @@PolygonAcademy thanks again man, got a job not necessarily in the industry but working as a 3D Designer for a global marketing company, thanks for the help man, couldn't do it without your knowledge and easy to understand tutorials

    • @MaitreRyu
      @MaitreRyu Před 6 měsíci

      @@robmoreno2599 Sweet! I'm in your shoes now ahha, just graduated and never heard of trimsheets in school before, so I'm looking for a job and learning this on the side :)

  • @robertmoats1890
    @robertmoats1890 Před rokem +1

    Great video series. You actually care about how much education your audience is getting from of your videos, and it shows. It is also very clear that you know what you're doing. I consider myself relatively skilled with everything you're using (except Max - been forever), and I still learned several new things. Really hoping to see more of your work.

    • @PolygonAcademy
      @PolygonAcademy  Před rokem

      Cheers! Thanks for the amazing feedback and appreciate you taking the time to watch! 🤘🏻

  • @saleh_afkhami
    @saleh_afkhami Před 3 měsíci

    this tutorial is so good and you explain very well.

  • @sebas1111_
    @sebas1111_ Před 3 lety

    6:55 >> Hopefully you'll continue this idea in a future video. Your tutorials are ones of the very few actual good ones out there. Pure gold!

  • @tahmidkhana863
    @tahmidkhana863 Před 8 měsíci +1

    Tim creating Trim texture ❤

  • @SVisionary
    @SVisionary Před 4 lety +1

    Your tutorials are by far the most helpful I've seen. Thanks.

  • @mrbrookah4117
    @mrbrookah4117 Před 4 lety +2

    He's back! I was beginning to wonder if work was putting an end to your videos.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +2

      Hahha nah, just vacation and being a slug in my apartment after work 😂

  • @cepryn8222
    @cepryn8222 Před rokem

    Awesome! Even 3 years later, thank you!

  • @rebx5891
    @rebx5891 Před 4 lety +1

    Wow this is a really fantastic series. Being vaguely familiar with all of these programs, this series was great at connecting different parts together from beginning to end.

  • @creativemonkee
    @creativemonkee Před 4 lety +3

    I love getting sucked into your tutorials, these are amazing quality, thank you Tim!

  • @jonathanaugusto2953
    @jonathanaugusto2953 Před 3 lety +2

    wtf the content on this tutorial is insane... and for free

  • @BlenderGameArtist
    @BlenderGameArtist Před 5 lety +1

    been loving these tutorials! for the pieces that have to tile as a continuous piece you can make them overlap on the edges for about 20 cm or so. if you import any 4m piece first zbrush will use that 4m segment to define its "unified space", so when you use wrap mode on 1, it'll wrap after 4 meters, 2 after 2 meters, etc. might find that useful :).

  • @agustin_honnun
    @agustin_honnun Před 2 lety +1

    The best tutorial I've found about trim sheets! Thank you :)

  • @lalinhooka100
    @lalinhooka100 Před 3 lety +1

    ure a god my savior my hero i love you man i cant tell how much

  • @omnimousone1920
    @omnimousone1920 Před 4 lety +1

    Greate and sincere thanks! Best and detailed tutorial on such theme on CZcams.

  • @Lazarosinep
    @Lazarosinep Před 4 lety

    Hey Tim! At 4:22 you can press D to get rid of those blue lines, to match the meshes easier!

  • @AsicsoN
    @AsicsoN Před 4 lety +1

    Thanks for your videos, very helpful! If you want to check tiling in Painter you can create fill layer and drop baked maps into it so you will have tiling ability. Downside of that is that you have to take baked maps out from baked list.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      ah interesting, good point :) thanks for sharing :D

  • @DarthBiomech
    @DarthBiomech Před 4 lety +2

    25:55
    There's a hack to it : if you move the UVs on the copies outside of the 0-1 UV tile, then they won't be counted during the bake and you won't need to reimport the mesh.

  • @scottowen7436
    @scottowen7436 Před 4 lety +1

    Enjoying these tutorials man. Really well explained and demonstrated - easy to follow for bits that are new to me. But at the same time not too long winded, so for bits that are already familiar it's still fun to listen to and pick up extra tips. Thanks!

  • @iranaester8156
    @iranaester8156 Před 4 lety +1

    Hi Tim! Thanks for the fantastic tutorials!

  • @nakedsingularity
    @nakedsingularity Před 3 lety +1

    Best tutorial series ever!!

  • @MZONE3D
    @MZONE3D Před 5 lety +2

    Hey Tim, Superb tips! Thanks

  • @remon563
    @remon563 Před 5 lety +2

    great tutorial! pleasantly surprised that Painter has channelpacking abilities :D actually, it would be quite useful to have a standalone app. to do just this.

    • @PolygonAcademy
      @PolygonAcademy  Před 5 lety

      yea its essential these days for software to pack your channels for you. thanks for watching!

    • @_jmgomez_
      @_jmgomez_ Před 3 lety

      @@PolygonAcademy Loved the content of the series. But FYI texture packing does not help with DrawCalls, it potentially helps with memory (depends on the compression settings) and it helps reducing texture sampling.

  • @vassk1587
    @vassk1587 Před 2 lety

    THank you Tim , you're the best :*

  • @uglybit6568
    @uglybit6568 Před 4 lety +2

    Best as always. Needed to ask when are you going to do a tutorial on pixel density. As I struggle to incorporate different sizes of objects in same environment. Thanks.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      Hopefully soon :) there are some good resources on artstation if you search for texel density

  • @eightmiles3401
    @eightmiles3401 Před 4 lety +1

    Thank you so much man! I learned a lot! Bro this is the ultimate tuts!

  • @shittypodcast2309
    @shittypodcast2309 Před 3 lety +1

    brow this is really amazing I have learned so much from u, thank you so much this really helps me out

    • @PolygonAcademy
      @PolygonAcademy  Před 3 lety

      you're welcome :) thanks for taking the time to watch, glad you enjoy the vids!

  • @sekker2k446
    @sekker2k446 Před 3 lety

    Awesome and clear explanations... Subscribed! thank you a lot!

  • @frostiege226
    @frostiege226 Před 3 lety +1

    I'm following your tutorials and I've been getting a problem.
    When I bake my maps, none of them show up and are just blank. I messed around with the bake settings and tried used the mesh before zbrush as the high poly but doesn't still are blank. I've tried baking a new mesh of a plane with some cubes on it and that seems to bake properly.
    I don't really want to remodel and resculpt my mesh and find out this has happened again.
    Anyone know how to fix this or why this is happening?

    • @Landri-rn3tg
      @Landri-rn3tg Před 3 lety

      yeah its the UVs on the plane in the "low poly version".
      open in 3dsmax, select the plane, go into UV editor, resize to fit

  • @knl654
    @knl654 Před 3 lety

    loved this series, can you please make a special video for 3ds max texel density.

  • @guayard
    @guayard Před 2 lety +1

    Hello! Interesting tips, but as i see you working mostly with some kind of bricks, what about if you need to create some flat material like concrete wall with some imperfections like cracks and fallen off plaster parts? The problem is you need to cover by this material large area of surface and keep high detail resolution as well.

    • @PolygonAcademy
      @PolygonAcademy  Před 2 lety

      In that case you would want to use a tiling texture, one that tiles both horizontally and vertically instead of just horizontally like this trim sheet. For additional detail and hiding repetition you could use vertex blending to control things like cracks and plaster so its not super repeated and you can totally hide the tiling with a few blends :)

  • @athelstanm7298
    @athelstanm7298 Před 2 lety

    Thank You for This Amazing Tutorial!!!!!!!!!

  • @byrontribs7539
    @byrontribs7539 Před 4 lety +1

    gorgeous!!

  • @Lootzuh
    @Lootzuh Před 3 lety

    thankyou so much my friend

  • @DarkAutumn3D
    @DarkAutumn3D Před 3 lety +1

    ***EDIT** My Vertex Colour ID kept being replaced with plain black after baking! Removing the high-poly and then re-baking with just the ID map fixed it!
    Thanks so much for this! I've not got the confidence take bake high poly onto low poly! I have one issue though.. I, for my own reasons, set up a Vertex ID/colour ID - for use with my trim sheet. However when I bake the high detail down, my ID colours just get blacked out as in that channel becomes black. Any idea why this is happening?

  • @mr.j7899
    @mr.j7899 Před 10 měsíci +1

    Correct me if I'm wrong, but won't Substance Designer accomplish all of these? Except for the UV part.

    • @PolygonAcademy
      @PolygonAcademy  Před 10 měsíci +1

      Yea you can do this in desinger for sure, but anyone with a 3d skillset can use this workflow as well, ive used a mix of both on my last couple productions.

  • @puchingballz
    @puchingballz Před rokem

    at this point you were working at, currently, legacy color management system, what about OCIO and ACES between SP and Unreal, or is there a preset for color management between those 2 softwares?

  • @sebastianblack6984
    @sebastianblack6984 Před 4 lety

    thank you, amazing explanation

  • @challoww
    @challoww Před 4 lety

    U so good! Thank you for all the tips and tricks!

  • @preciousprincewill3673
    @preciousprincewill3673 Před 4 lety +1

    Great tutorial! I'm working on a 1:1 of my desktop rig and i wanted to know how the trim workflow can apply to what I'm working on. Things like screw textures, the case, motherboard pieces and even dust.. I've never done trim textures, and my model is pretty high res as it is with a ton of pieces so I'm not feeling the idea of UVing every single piece and then figuring out different texture sets for it

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      I think for a more unique model like that, it would be treated more like most props/weapons etc with a unique normal map bake from a highpoly and unique textures. Trims are mainly good for modular kits that need to have 20-200 pieces and all share details. A lot of props are still done with unique unwraps

  • @pronoydutta614
    @pronoydutta614 Před 3 lety +1

    Would you recommend baking these in Marmoset?
    Marmoset often has nicer map exports compared to substance. It's also more streamlined.

    • @PolygonAcademy
      @PolygonAcademy  Před 3 lety +2

      im not sure, ive never used marmoset, i know a lot of people like it for baking but I have never really had issues that are visible to the eye with substance either, so i think it comes down to user preference :)

  • @MugandNugFamily
    @MugandNugFamily Před 4 lety

    very nice

  • @BadNewsBerrington
    @BadNewsBerrington Před 4 lety +1

    Hey Tim,
    Thank you for taking the time to share your valuable knowledge.
    I’m having an issue with exporting out of ZBrush. When bringing my meshes back into Maya they are coming in way smaller than the originals. I’m using the same project as the original template and haven’t changed anything from when I originally exported to zbrush. Hoping you or someone else reading this may know of a fix for this. Thanks again

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      sounds like an issue with the units setup, are you using .obj or fbx for the import/export?

    • @BadNewsBerrington
      @BadNewsBerrington Před 4 lety

      Polygon Academy I exported from Maya as an fbx. My units in Maya are set to meters. I exported obj’s from ZBrush using subtool master. I tried scaling back up in Maya and found that a scale of 100 brought it back to the exact scale of the original. Unfortunately things don’t line back up with the original since I forgot to set the pivot at world center for each object. If anything I can just rescale each panel and manually line them back up. Unless you have a better method?

    • @BadNewsBerrington
      @BadNewsBerrington Před 4 lety +1

      Polygon Academy I was able to get it resolved. It was just Trim_B that wasn’t coming in at the original position. I was combining it in Maya before scaling it to 100 and that was throwing off the pivot. I tried scaling all of the parts of Trim_B first which put them in the proper spot. The other panels all scaled and dropped into their proper positions as well. Thanks again.

  • @joaovicente5168
    @joaovicente5168 Před 2 lety +1

    Tim, great video! I would like to know if let's say I have a concrete wall piece with a few ornament details and stuff, is it common practice to use a material with a tileable texture of the concrete on the bigger area of the wall and then a material with the trim texture to create the trim details?

    • @PolygonAcademy
      @PolygonAcademy  Před 2 lety

      Yes absolutley, most modular kits ive worked on have 2 material slots on them, one for tiling areas and one for trims etc. definitley combine them :)

  • @apollotrek9918
    @apollotrek9918 Před 2 lety +1

    HELP! Followed the tutorials and create sections on my Trim Sheet that use Small & Large Repeating Bricks (similar to the Trim_A section used in this Trim Sheet Series) but when placed into Substance Painter, it appears as a single strip of a section but zoomed in, you can clearly see the separated bricks from their seams. Any help how to fix this as I would like for my assets to utilise this brick tiles?

    • @PolygonAcademy
      @PolygonAcademy  Před 2 lety

      It might be the positioning of your lp plane or you might have to increase the ray distance/threshold int he bake settings, try that :) hope it helps, its been a while since i did this in the latest version of painter. Good luck 💪

  • @Barneschild
    @Barneschild Před 3 lety +1

    Hey Tim, excellent series as usual, best vids on trim sheets anywhere! Thumbs up from me all the way! Just a quick question: If i'm creating sheets for metallic surfaces, would it best to keep the metallic in a separate channel or is it still good to 'compress' it into the one RGB file?

    • @PolygonAcademy
      @PolygonAcademy  Před 3 lety

      I usually just channel pack my metallic, but depends on how the project/master materials have been setup. But 99% of the time its in a channel texture

    • @Barneschild
      @Barneschild Před 3 lety

      @@PolygonAcademy Awesome stuff, thanks for the reply! It's great to get solid advice and tips from seasoned pro like yourself!!

  • @AgWhatsUp
    @AgWhatsUp Před rokem +1

    I know this is an old video, but I have a question about the correction your making at 4:00 When you push the two pieces on the sides inwards, doesn't that slightly mess up the tiling? Because the seam is not centered right at the edge anymore when you do that?

    • @paininini
      @paininini Před 9 měsíci

      He pushes it in to correct the seam that zbrush created when subdividing. As long as it looks good visually it shouldnt break anything.

  • @stevehunt7591
    @stevehunt7591 Před 2 lety +1

    Your tutorials are so helpful. Thank you. One problem for me though is I don't seem to have a lot of the smart masks in my library that you have. I've checked some of my older shelves in Substance Painter I can't find Dirt Leak Dry for example. What version of Substance Painter did you use in this video and if the masks are downloaded where can I get them? Thank you.

    • @PolygonAcademy
      @PolygonAcademy  Před 2 lety +1

      I cant remember the exact version, but this was definitely an older one. I havent used substance painter in a while but I don't think they would have removed it....there might be some optional content you can choose to install that has the extra smart masks? sorry, wish I could be more helpful!

    • @stevehunt7591
      @stevehunt7591 Před 2 lety

      @@PolygonAcademy No worries. Thanks for your help.

  • @colinmoore1571
    @colinmoore1571 Před 4 lety +1

    good stuff thanks!

  • @nadimkazi87
    @nadimkazi87 Před 4 lety

    Thanks alot, Amen brother!

  • @Swaley01
    @Swaley01 Před 3 lety +1

    @Polygon Academy thank you for your tutorials, they help me a lot!
    I have one question though I can't wrap my head around: How can I use a Trimsheet like this but also beeing able to bake out the mesh?
    Eg. I gave a pillar with round sides. I want to use a trimsheet with overlapping UVs but I also want to bake out the smoothed version of the pillar which requires non overlapping uvs.

    • @PolygonAcademy
      @PolygonAcademy  Před 3 lety

      you can do that by using 2 uv channels, one for the overlapping trim stuff and one for a custom 0-1 set of uvs, and then combine the materials in engine through the shader. a lot of the time large meshes like rocks are done similar to this with a sculpted normal map and then a tiling detail normal map on uv2

    • @Swaley01
      @Swaley01 Před 3 lety +1

      @@PolygonAcademy you're awesome, thanks! I managed to do it this way, trim sheet UV on index 0, lightmap uv on index 1, baked ao/normal in substance and used Ue4 Texcoord, blendnormal to blend them! I searched for this for AGES how to do this properly, you should consider doing a video on this!

    • @PolygonAcademy
      @PolygonAcademy  Před 3 lety

      awesome! yea I have been thinking about doing a video on that for a while, its on the list :)

  • @ArquiKev
    @ArquiKev Před 3 lety

    Amazimg

  • @honeybuilder227b2
    @honeybuilder227b2 Před 4 lety +1

    Would you consider making Trim Sheets in Substance Designer a viable workflow?

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      Yea absolutely, its a highly efficient workflow if you are good with designer

  • @armanchahal1
    @armanchahal1 Před 4 lety

    great 🔥🔥

  • @its_tenten5342
    @its_tenten5342 Před 2 lety

    this is probably not an issue for everyone but, instead of binary format DON'T export your mesh in ASCII, the file size gets ridiculously big and my substance painter can't even load it..i tried decreasing polycount in zbrush and all that stuff and find out you only need to use binary when exporting your mesh and that solves everything

  • @josethsc
    @josethsc Před 4 lety +1

    Hey! Great videos showing your process in this piece, I really like it! I would like to know your computer specs to be able to handle over 16 millions in 3ds Max haha. If you have it written down anywhere I'd like to know where if not t hen it's okay. :D

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      my current specs are a core i7-9700k, 32gb ram and a 2080 rtx, but my whole artstation challenge was done on an older pc with 16gb of ram and a 1650 gti

  • @jankomrkvicka6119
    @jankomrkvicka6119 Před 5 lety +2

    You crease edges?... Or?...

    • @PolygonAcademy
      @PolygonAcademy  Před 5 lety +1

      I crease the edges of my basemesh before i sculpt in zbrush yea, I show that in part 1 of this series.

  • @marshmallow_fellow
    @marshmallow_fellow Před 4 lety +1

    So, why don't you use a height map as well as the other 4 types?

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +3

      Yea you totally could, its useful for masking and blending too, ill probably touch on that when i do a vertex blending tutorial 👍

    • @marshmallow_fellow
      @marshmallow_fellow Před 4 lety

      @@PolygonAcademy Sweet, i'll look forward to it :)

  • @TheEric1bu
    @TheEric1bu Před 3 lety

    Top

  • @tonyranallo8306
    @tonyranallo8306 Před 4 lety

    Hey Tim! Just wanted to say thank you for your videos they literally are a god send. So I am in this phase here and getting some issues. I am using Maya however instead of 3ds Max. When I go to bake the high poly onto the low poly plane im getting a world of issues. The issue is this " [BakingProcess] Highpoly scene file blah blah blah was required when baking Normal Map from Mesh but could not be loaded." is my naming conventions wrong since my low is _low and my high is _high? If anyone knows the fix or ever sees this Id love some help!

    • @tonyranallo8306
      @tonyranallo8306 Před 4 lety

      OKAY! I think i may have figured it out.. I think the file size was too big on my computer ( 1 gig FBX doesnt seeeem that high ) but must of been high enough. OR when I deleted the side geometry that was used for the AO bits it worked fine. Wonder if the things on the side messed it up? Or too much polygons? Anyway once again if you got any 2 cents or tips Tim I'd appreciate it my man!

  • @lauch8844
    @lauch8844 Před 4 lety

    Need Help.. I try to do a texture sheet for a wood bar, but i always get a big and strong noticeable seem at the edges - caused by the normal map. when a dark normal map area is on the left side of the edge and the bright area of the normal map on the other side. Is there any way to fix that? or is a texture sheet not suitable for a wood bar, where every side have the same place in the texture sheet?

  • @icegod3484
    @icegod3484 Před 4 lety +1

    I don't know if you addressed this somewhere, but what are the specs for your PC? My computer is really struggling with baking and importing/exporting the highpoly.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +1

      current specs are a i-9900, 32gb of ram, ssd and rtx 2080. but my entire artstation challenge environment series was made on an old i-4700 processor, 16 gb of ram and a 1060.

    • @icegod3484
      @icegod3484 Před 4 lety

      @@PolygonAcademy Thank you for your response. And thank you for these videos. It's very helpful and I post them whenever someone has a question about Trims on polycount.

  • @SimGlitchMedia
    @SimGlitchMedia Před 4 lety

    Hello Tim. I am having a problem with the Mesh baking. When I try to bake my high poly to the plane, I get multiple errors saying that "Highpoly scene was required when baking X Map from Mesh but could not be loaded." This all shows up for the Normal Map, the Color Map, the AO Map, and the Thickness Map. I have looked online and from what I found it says that my poly count might be too high (which seems ridiculous considering the whole point of this program is to bake high poly mesh details to low poly meshes) but it still gave me the same error even after I exported with a lower subdivision. Do you have an idea as to why this is happening?

  • @Aussie.Owlcoholic
    @Aussie.Owlcoholic Před 4 lety +1

    Quick heads up, there's a preset low-poly for tiling textures included with SP, if you go to file and example content I believe? Saves a few seconds loading up that, nothing major but worth knowing :)

  • @wojciechwolenski4189
    @wojciechwolenski4189 Před 4 lety +1

    Hello Tim, i have a questions, when i try to bake high poly to low poly on SP there is some issue - " [Baking] Highpoly scene was required when baking Normal Map from Mesh but could not be loaded. ". I'm using SP everyday and didnt meet with something like that before. I tried to decimated HP mesh but it wasn't work. Maybe do You know what can i do? Greetings.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      Hmmmm super weird?! Your hp is its own fbx right? And you adjusted the max frontal distance? Thats the only thing i could think of, never had that issue before 🙃

    • @wojciechwolenski4189
      @wojciechwolenski4189 Před 4 lety

      @@PolygonAcademy yep, fbx and tried different setting but without good result, also I searched this problem on forums etc and everyone says about decimate mesh but it doesnt work too :-(

    • @wojciechwolenski4189
      @wojciechwolenski4189 Před 4 lety +1

      @@PolygonAcademy Ok. i found solutions. When i decimated mesh in blender it wasn't work in substance,but when i did decimate in zbrush it goes well.

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      @@wojciechwolenski4189 ah weird! glad it worked out for you, I dont use blender so i never encountered that error, but good to know for future reference!

  • @kamilamammadova8619
    @kamilamammadova8619 Před 3 lety

    how did you bake sculpted mesh to base plane? their edge and face counts are different and uv maps are not same, in zbrush ı tried to project it also but did not work :(

    • @PolygonAcademy
      @PolygonAcademy  Před 3 lety +1

      the planes uvs are just filling the 0-1 texture space and you place it behind or intersecting with the HP, hp/zbrush mesh doesn't need any uvs at all as you are just capturing the mesh data. you can use render to texture in 3ds max or bake in substance painter like i showed here, I am not familiar with baking in zbrush unfortunately.

    • @kamilamammadova8619
      @kamilamammadova8619 Před 3 lety

      @@PolygonAcademy I checked uv it is withing the required range but substance is not baking zbrush mesh data on it unfortunately.

  • @lauch8844
    @lauch8844 Před 4 lety +1

    Why is this not on gumroad?

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety +2

      ill have some gumroad products coming in future but they are gonna be higer end content, I want the base level of learning availiable to everyone and anyone who wants to go deeper can get a premium product. Might do an advanced trim techniques one on gumroad with some scifi stuff ;)

  • @waynesun3835
    @waynesun3835 Před 4 lety

    It seems I've made some mistakes , I sculpted the border on each stone and wrong placement of the small rock on the top imgur.com/a/y0XDZTg the seam is really clear , maybe I should not sculpt too much even leave it just a straight line?

  • @mixchief
    @mixchief Před 3 lety

    24:26 Why not? Artistic freedom? ;->

  • @jamiew4814
    @jamiew4814 Před 4 lety

    i'm having issues importing the smart materials file. it downloads as one .rar file

    • @PolygonAcademy
      @PolygonAcademy  Před 4 lety

      You have to unpack the file with winrar, or any unzipping program that can handle .rar files to uncompress the files :)

    • @jamiew4814
      @jamiew4814 Před 4 lety +1

      @@PolygonAcademy figured it out in the end, I was being a pleb lol

  • @dereks6067
    @dereks6067 Před 4 lety

    2:33 Country flag of Mali out of nowhere

  • @patriotaRBC
    @patriotaRBC Před 3 lety +1

    Judging by his ears he fights BJJ. If he's as good on tatame as he's making tutorials his opponents are having bad times.

  • @borisstengele5389
    @borisstengele5389 Před rokem