Modular Walls Part 1: Textures | Blender / Substance Painter
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- čas přidán 8. 05. 2021
- Part 1 of a short series of Blender to Unity via Substance Painter tutorials in which i go through how i create and texture modular interior wall assets for games.
In this first part using Blender and Substance painter i take you through my method of creating a trim sheet style texture set for the walls and bringing it into Blender ready to use as a template to create the walls.
Shout out to Elliott at Zerobio, a great 3D artist, musician, teacher, and an all round great guy.
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An excellent tutorial! Love the workaround for getting dirt around the glass. Part 2 of this series is also great and shows how perfectly everything tiles.
Thanks Elliott, i always appreciate your comments.
May not have been exactly what I wanted, but exactly what I needed. Thanks for the great video.
Wary happy to find your tutorials! Thanks a lot
Your videos are like a diamond in the rough thank you so much the way you explain in the videos are perfect
Thanks for this
Was exactly what I was looking for
Good tutorial! Thanks!
Thanks, I was looking for it.. .
Very helpful tutorial. Thanks.
You're welcome!
Would you do a tutorial on armorpaint texturing? Substance Painter is great, but it's a subscription model and really expensive.
Ive never used armorpaint, so I wouldn't be able to do a tutorial im afraid
Steam's version of SP is one-time buy. They have just released 2023 version of it.
Question about your approach. Why didn't you move the modular components into Substance Painter to do the texturing as opposed to creating the texture in substance and doing the texturing in Blender? Thanks
Because this way as you create the modules you can reuse the same texture over and over, meaning in the game engine only one set of textures will load for say 10 objects, but if you paint the actual model, you would have to paint each module and end up with 10 objects and 10 texture sets having to be loaded in the game engine, modular workflows are all about all about minimizing the overhead.
@@Belidos3D Thank you for the response. I've been wondering about this for a while now. :)
You don't use a Character model for scaling your building?, seem not many do so I find assets with things like satirs that are knee high steps or doorways to small
I do when it's something i haven't made before, or i'm not sure on measurements, but when i already know the measurements i need and have created the object before it's just an extra thing to get in the way.
But, yes, i do recommend using a pre-existing character as a guide to scale.
@@Belidos3D Thanks for the reply Sir, that said I have to be honest, I'm maybe the enemy rofl, I use Ureal engine. I did use Unity a long time ago but blueprints are easyer for me as I don't write code
@Kiwi Hawk I use both. I'm a 3D artist not a game dev so I don't have the luxury of choosing a side lol
when I open substance painter, I see much less materials than you, and no brick material. How do I get more?
Is there any way to do this without buying a subscription to Adobe Substance Painter?
Not with substance painter any more since Adobe bought it out, but there are alternatives, armorpaint is a good one.
@@Belidos3D Awesome, thank you!
If you buy it on steam you can buy a perpetual license for about 150$. You can use this for ever.
Almost cried at 1:57. And again at 5:55.
Why?
@@Belidos3D Was a joke about deleting the default cube. Then blender being good at auto unwrapping :P. Was really late at night, so I'm going to finish checking this out as I'm fairly new to sp so this should be a really good learning format. Thanks for putting it out there.
@ aha lol, yeah you're right, deleting the cube is becoming a meme now, and yeah blender has been notorious for being bad at uv unwrapping, but to be fair it is improving a lot lately and isn't too bad with a few tweaks. Thanks for watching, if you have any questions or suggestions for content give me a shout.