Painterly Blender Shader Technique You should know about
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- čas přidán 11. 09. 2024
- Painterly Blender Shader Technique:
In this tutorial, I explain how a painterly blender style can be achieved in blender in both hand-painted way and a procedural way.
I have shared a sbsar file from substance designer which you can import in substance painter or blender to get painterly looking strokes on your model as texture. I have also shared the substance graph file that you can open in substance designer.
This guy explained the technique very well here.
• Making 3D animation lo...
I wanted to implement this technique for my illustrations but I was not getting the procedural results. So I figured it out and I though I should share it. I really love this style to get more 2d in 3d but also loving the depth of 3d scene. Let me know if this video helps you in any way.
This technique can also be implemented with cell shading in blender, or any outline techniques like grease pencil in blender to achieve very unique results
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such an insanely helpful tutorial! Love the substance painter and designer breakdown...i was so lost on how to achieve this in a a way that wouldnt take a million years! thank u for the files as well!! waiting for you next tutorials :DDD
Glad it was helpful!
instant sub. Great tutorial!
thanks a lot dude I've been looking for this substance work flow for weeks now thanks a lot
Glad I could help!
Thank you for this video T.T I've been trying to figure this out and you're one of the only few to actually break it down
I am glad I could help you. :)
bro many thanks for the files!! The tutorial is really clear too!
Glad to hear that
I absolutely loved this tutorial!
I could get along really well but didnt understand how to actually use the exported substance designer material in substance painter or blender in the end.
For me, when I import it, its just black, no matter if its Blender or Substance Painter.
I would really appreciate your help since I am trying to use this style for a game!
if i remember correctly, drag and drop in sp assets and select its type as base material. Then in color input use that.
@@3dArtByShahbaz Thank you for the answer!
Dude this is super helpful! Thank you!
I am glad it helped you :)
Hey...!
I saw your videos,you are really good at shading and modelling they are less number of shading tutorial are there in youtube so try to make more tutorial like this
Thank you. Will do in the future
Nice tutorial mate ! I was wondering what resolution did you use for the brush stroke png ?
i used a square 512x512, but you can use any size
Hello, I followed your tutorial but I can't understand how to sample the colors. When I use the shortcuts it never takes the right color either it is too dark or red instead of green or just black. Do you have any idea how I can make this work?
select the flat shading and then sample the color
@@3dArtByShahbaz The flat shading? 🤔
@@NajeeForbes viewport shading from top right and lighting set to flat
@@3dArtByShahbaz perfection! Thank you
is there way to do it with voronoi? Going substance than blender is very long workflow if you want whole scene paintrry style. so procdreal and inside blender method could be helpful
I did not really try that, getting the surface color in voronoi. But it seems worth exploring
Helloo this tutorial was incredibly helpful but i am abit lost im attempting to have the painterly effect but i need to color seperate pieces of the model differenty. how does one do that?
Hi ! Is there a tutorial in order to help us to use the stroke generator in substance painter ? :0 it would be very usefull !
You could import the stroke generator as base material in substance painter and then use that in places like normal input. I have not made a tutorial btw but it is not much complicated.
Hi, the tutorial is great, the thing I wanted to ask, do you know, is there a way of transferring object space normal map colours on the regular texture, like I want to do the texture first, to get the look I want, and based on that texture create the normal map, but is there an easy way of doing it, like for example using the Adobe Substance. Thanks❤❤❤
yes you can bake the object space normal map into a texture node and export it
This is a really Specific question, but I’ve been follow this tutorial very closely a couple times, and I can never get it to quite work for me. Whenever i name the image, and set it to a folder 1:22 (I just made a random folder so I could follow the step), it gets rid of all the stroke lines I had made. And it just makes the whole things a flat color. But when I take away the folder the stole lines come back. They aren’t individually reacting to the light either way though. Would you be able to expand on what you said at 1:22?
At 1:22 I have not made any strokes, I am just creating a texture and saving to a folder. This texture is used for baking Normal Map. Once the normal map is baked, then I paintover the extra strokes. Once that done, I connected that texture node to the normal input of principle bsdf. I hope this clarifies
thanks a lot...🥰
when I apply the material directo to blender from the substance add-on, the textrue is black, someone knows who o fix that?
I got the same problem, have you found a solution?
how can I use this technique for flat surfaces?
what kind of flat surfaces? Same procedure should work for that too
I'm a beginner so maybe I'm missing some keywords but I meant if I want to use the technique for something like a wall, I would use a plane or a cube and I'd bake the normals but there would be no color variations because of the flat surface.
@@hugegulpbeverage7738 You can draw some strokes with a little bit of variation in hue and luminance
@@3dArtByShahbaz ok thank you very much for responding to me!
@@hugegulpbeverage7738 you are welcome
I am having a problem exporting the brush textures, when importing them to substance designer they get an outline that kinda breaks the style
same have you found a fix to this?
@rafaelparreira4641 I found a solution make sure when youre exporting the photoshop png on resample put preserve details and turn off color space
Is it possible to use this method if the object is going to be animated? I heard that object normals will break if moved around.
yes it wont look good for animated objects
thankyouuusoomucchhhhreallyhelllppeedd
I have a question, how is that rainbow color showed up after bake?
This is object space normal map. it will be that color
hey bro, do you know how to convert painted object space map to tangent space in substance 3D printer?
i dont think substance painter can work with object space normal map. Object space normal maps can be different for different 3d softwares. its not a standard map to work in every software similarly.
I would bake the tangent space nm from object space nm in an external software like blender
I don't understand, why make a tutorial and go so quickly in your explanations and actions to do? do you have a time limit to respect? in any case I thank you very much for making the tutorial.
hahaha i dont have much experience with creating tutorials but i will keep things slow in my next tutorial, ☺️
Have you tried recreating this shader in Unity ?
Just implementing this in unity would be just apply the final object space normal map as a normal map input, but if you want a procedural stroke generator in unity, that is possible but i have not done that
@@3dArtByShahbaz thx, will test it out
seems like lazy stolen content
thank you for feedback 🙂
@@3dArtByShahbaz welcome, no hard feelings
You should mention the original tutorial source. You have used his work on the thumbnail
I did mention his tutorial in the description of this video@@matthew_rodriguez
thank you
You're welcome