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Substance Painter Paint along path Wrap Tools Cyber Monday limited-time sale!35% off Use code on the Artstation store: CYBER350 #Material #digitalart #Digital3D #digitalart #Texturing #gameart #Substance #art #gamedesign #3d #Animation #Substancepainter

Комментарии: 6

Фото профиля Rich O'Brien
Rich O'Brien1 год назад

These look amazing!

Фото профиля Robert Bylyk
Robert Bylyk1 год назад

Useful

Фото профиля Fstentmtient
Fstentmtient1 год назад

Incrivel. Parece estar aplicando um asset 3d para trabalhar como textura sobre uma malha, é em tempo real e com interaçao. louco pensar que esse asset ainda tem multi material e estes sao funcionais enquanto herdados pela malha.

Фото профиля 🔞Emaged Bunny
🔞Emaged Bunny1 год назад

alredy have one

Фото профиля BFXLQC
BFXLQC1 год назад

I'm more interested in the stains on the character's skin - are they procedural texture or manually drawn?

Фото профиля Joe Harrison
Joe Harrison1 год назад

Game on! Just snagged 35% off Substance Painter & I'm ready to get my texture on! What's your go-to tool for wrapping paths? I'm always looking for new tricks #DigitalArt #G

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🎓Learn how to create a powerful Dynamic Embers smart material in a matter of seconds, in my latest video series (AAA) Pro Tips! This smart material can be used on virtually any 3D asset. ___________________________________________________ In this video, the steps are as follows: 1. Create a fill layer to then apply the base maps for our asset into it. 2. Bake out the world space, AO, Curvature, and Position maps. These maps will be crucial for the smart material to function. Also, be sure to add an emissive channel to the project. 3. Next, create another fill layer labeled (Fire animation gradient) with a black mask and inside the mask apply a paint layer. Select the paint layer and paint a simple pill shape using a soft brush. Add an anchorpoint to the mask and disable all channels in this fill layer. 4. Create a folder labeled (embers smart material) and set it to pass through. Add a paint layer inside this folder and set it to pass through as well followed by an anchorpoint. 5. Create another fill layer and apply the paint layers anchorpoint information into its color channel. From here an HSL filter should be added to desaturate and darken the colors. 6. Next, create an additional fill layer with an orange-colored emissive channel. Add a black mask to this fill layer and inside its mask apply a dirt generator. This will give us the illusion of the embers glowing from inside the charred tree. Duplicate this fill layer and tweak its emissive color to a yellowish hue and reduce its mask amount. Do this a second time but with a white-colored emissive channel. This will now create an effect of the embers appearing brighter the deeper they are inside the tree. 7. Lastly, add these layers into a folder with a black mask and apply the (Fire Animation Gradient) anchorpoint into its mask via a fill layer. Now we have a charred embers effect wherever we paint using the paint layer created inside the gradient mask! This gradient mask can also be exported into Unreal engine to create some stunning real-time dynamic animations or the new material can simply be used for in-engine vertex painting. ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #3dmodeling #texturing #madewithsubstance #ue5 #unrealengine #unity #vfx

Cohen Brawley

46,070 просмотров • 2 лет назад

Now that I am home and have access to my files I decided to do a quick test with one of my Vtubing avatars. It works way better with my larger iPad Pro (less crashing/more memory and more screen space) compared to the mini so I did want to bring that up. Importing the file over as GLB was more stable than just OBJ plus it kept the color info from the previous texture. I texture all my avatars on substance painter but have been looking at an alternative when I am out and about that is not on the computer and this actually hits all the right "wants". Adding a quick video of the way the app works for me. I like that it has layers, I can alter my brushes and even add stabilization when I am drawing (which I use that extensively on procreate so that was a huge plus). The stamp tools will come in handy as well but did not show it on this video. The file itself is imported as "one mesh" but each part is treated as their own separate piece which I show in the video. I do the same thing on substance painter making it really easy for me to texture. The app then exports the texture out for each object which is the same way I do so on substance. Overall I am extremely impressed with the work Sparseal has done on this application and see how useful this will be for my current work flow of texturing. I for one love the ability to be "portable" which is a big reason I sculpt so much with Nomad Sculpt on the iPad. Having the freedom to do your work away from a desk and if you feel like doing it outside is probable why I yearn for iPad apps so much like so. Give this app a look, it is free to try on the App Store (It is $19 to be able to export, but a one time buy). It is called "Wafer" for the iPad. I already use CozyBlanket from the same creator to do re topology so I expected this level of fantastic with this current app.

Val / LatinVixen ➡️ Megaplex

17,469 просмотров • 6 месяцев назад