Is UV unwrapping dead? Substance Painter Auto UVs
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- čas přidán 27. 07. 2024
- In this video, we'll be taking a deep dive into Substance Painter's Auto UVs feature and learn about the pros and cons of UV unwrapping, a couple of techniques on how to deal with bad UVs inside Substance 3D Painter, and figure out the answer to the age-old question - Can we finally skip UV Unwrapping? The answer may surprise you!
The way it's set up is through testing 3 different assets with varying levels of difficulty and seeing how they perform with the Auto UVs. From there, we'll be discussing how to get around common texturing errors using a couple of tricks in Painter, and then comparing the results with a properly UV unwrapped asset.
Timestamps:
00:00 - Intro Animation
00:49 - Test set-up
01:26 - Auto UV options during import
02:21 - Tri-planar Projection
04:01 - Combining regular UVs and Auto UVs
05:12 - Fixing wood grain direction
06:17 - Testing smart materials with Auto UVs
07:10 - Conclusion
#AutoUV #SubstancePainter #UVtutorial
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Another great video. Please make more of these Substance Painter Tutorials. These are very helpful.
Nice video with great examples and commentary. Well done!
Very informative, thanks!
Great video. Very well explained, conclusion. Is much better to spend a few more minutes unwrapping your model correctly than just have unwrapped automatically. Which in some cases you can get away with.
if takes 30m to 1h you want to have it automated
I just can't comprehend why there is no good Auto unwrapping program. It seems simple to match the UV to the faces... yet we get weird distortion for no reason and seams through weird places. wtf are these tech idiots doing anyway? making AI this, AI that, but we don't even have any good auto UV and topology programs xD people need to get their head out of their arse. Most of the whole 3D modeling world is waiting for these things. sorry for the rant -.- Just wish we can all move on already.
Great video. Thank you!!
Thank You🙂💕
IMHO Auto Unwrap, in whatever rudimentary form is here. Its a big deal its here because it will only get better, and I would say for 90 percent of models, auto will be the future. I see the auto unwrapping features only getting stronger, with even AI in the future and if the auto unwrap does get it wrong, it will probably only take a slight corrective once click nudge from the builder to get it to 100 percent. So, feel confident the old days of tedious manual unwrapping are gone, which was always some sort of voodoo elusive mystery skill im not going to f$ng miss.
Why when i import textures made in Substance in Blender, they don't looks like as they're in substance?
It works only if i export mesh and textures from Substance
Am I right that it doesn't quite good for real time rendering and cool if we need only photo render?
I had 3D model from Maya that has no UV then I export it to Substance Painter and it automatically created a UV for me and baked it. Now my concern is how do I get the UV map from the Substance Painter if I want to texture and render it from Maya
@@garagefarmacademy cool, thanks
You can also create an automatic UV unwrap inside of Maya, if you go to UV -> UV editor, and then UV -> Automatic. This will create an automatically generated UV unwrap, which usually does a better job than Substance Painter in my opinion :)
Meh. Still a hassle. If it's high poly and meant to prepare for nanite just do an automatic box map.