Texturing a Clicker - FULL Substance 3D Painter Workflow

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Learn how we textured a realistic Clicker zombie from The Last of Us using Substance Painter, ZBrush and Blender.

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I'm a simple man. I see a new FlippedNormals video, I press like! Such good content, very inspiring and helps in my journey to career changing to the games industry

AbscondWoW
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These tutorials are so good and fun to watch. Very inspiring. The sculpt and texturing turned out great. You could work on the show for sure :)

rickysargulesh
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Brilliant Video; Very grateful for the simple step by step on the handpainted layers too!! Awesome seeing it all come together!! :)

SamuelWallD
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This looks spectacular. I’m looking forward to the lighting and shading video

mirata
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This is gold! Just when I need to learn texturing my character

heliansol
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Thank you so much guys for kindly sharing these useful tutorials! please do more creature and zombies sculpting and texturing tutorial :)

hamidsalami
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Awesome workflow, lots of useful information in this thank you!!

JoshuaKubit
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Can you tell us more about the color variations you are doing are you using fill layers with just a mask and the color channel and what's the theory behind choosing to put what color and where to add it ?

vishantlohar
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6:17 I'm confused... "I did the unfolding in UV master then I brought it back into Blender and did the unfolding in Blender" Could you clarify your process there

Butterbilk
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really informative video, thanks for making it, will there be a video about texturing rocks and stones for environment art, pleaseee.

knl
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Great video! I have a question. Would you use the same method if you were for example texturing a prop? I mean breaking it down maps into several folders? And another question is what if u have other maps other than rough and base like metalness and emission. Do you separate those too?

mahyarjericho
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how do you go about exporting the texture maps as one set rather than one for each material group? very informative video, thanks

emikemta
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Is it not common to do texturing that mess with normal information on more complex objects like this? I find that anytime I auto UV unwrap in substance, I forgo the option of using normal - altering materials because the show the uv seams immediately. Whereas just using tri planar projection for things like color and roughness don't matter. Would be curious for some insight on this, thanks!

bananaboy
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i would realy like to see the rendering pipeline in cycles. you guys are awesome !!!

aquaaquarius
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Do you guys have a video going more in depth for getting those maps out of sbrush?

KittyCat-feng
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I loved the tutorial, the marbling was new to me. One thing I'm curious over is the UV's - with things like the mushroom growths. It looks like they'd be an absolute pain to map. Because its a decimated zbrush model was it just an auto unwrap?

grodkowski
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Is there a specific reason why you'd export decimated high polys of the model to bake normals in Painter instead of just doing it inside Zbrush with a button click?

BathroomTile
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These videos are absolutely priceless! Keep up the amazing work! :)
@Henning: Do you still think that the UV editing tools in Blender are from hell? And do you have any tips for making uving less painful in Blender especially for relatively highpoly models?

blehfuez
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auto like when Flipped Normals uploaded a video XD

IWDSoon
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Do you have the project files to follow along?

shoshaka