So which bake was your favorite? Give me a list below and I’ll prioritize them in the future for our in-depth videos!
@jurandfantom
4 жыл бұрын
I think most important thing is to explain difference of workflows - VFX vs Game industry. Then about PBR workflow in gloss/metalness workflow. I doing photogrammetry and my models can be used in game and during static renders so above first question is most important for me. About maps. Displacement map vs Height map. I can bake weird red channel displ in zbrush, but grayscale height in marmoset, knald and xNormal. Normal map roughness and glossiness map SSS map Cheers.
@PaulHPaulino
4 жыл бұрын
@@jurandfantom Hi Jurand! Since my experience is solely in the VFX industry, all the advice I give in this channel should be taken with a grain of salt if you want to apply it in different workflows such as games, for example. I’m not experienced enough with a game pipeline to give advice on the matter. I know that games rely a lot more in optimization than Visual Effects, so we have to take that in consideration.
@malandr1
4 жыл бұрын
Making videos giving detailed informations about each usefull map to bake (and how to bake them properly) would be awesome !! Very much looking forward to it
@PaulHPaulino
4 жыл бұрын
Thanks Georges!
@SuperPanavision888
2 жыл бұрын
excuse,moi,juste une question, la model dans mari, c'est comment ,juste une subdiv2 plus le displacement dans le bump,ou plutôt une highpoly décimée, merci de me répondre car ca me confuse tout le temps :)
@edusszfx
4 жыл бұрын
Great stuff man! This was a fantastic breakdown of texturing baking!
@PaulHPaulino
4 жыл бұрын
Thanks Eduardo!
@hello-momo
4 жыл бұрын
Clear and concise as always.
@PaulHPaulino
4 жыл бұрын
Thanks Momo!
@guillewalls23
4 жыл бұрын
Thank you, Paul. Your videos are awesome, I am learning a lot from them & also with your articles. They are fantastic! 🤘🏻😜 Thanks again
@PaulHPaulino
4 жыл бұрын
Thanks for being here, mate!
@EvandroMiguel
4 жыл бұрын
Great video Paul, very helpful.
@PaulHPaulino
4 жыл бұрын
Thanks Evandro!
@vallowther262
4 жыл бұрын
Awesome Paul!!
@PaulHPaulino
4 жыл бұрын
Glad to see you here, Val!
@sho3d
4 жыл бұрын
I love this stuff. Very informative. I am mainly interested to see which is the point when you break the procedural look of the curvature maps.
@PaulHPaulino
4 жыл бұрын
Hey bud! Glad to see you here :D I'm usually very careful with my curvature maps. I rather use a mask to REVEAL the areas where I want the curvature detail than the opposite! This way you would not have your asset edge's covered with detail.
@raphaclucena
4 жыл бұрын
Great as always! Thank you so much Paul! very helpful!
@PaulHPaulino
4 жыл бұрын
Thanks Rapha!
@anderson3darts791
4 жыл бұрын
Good tips here,man! One of bakes that sometimes can be a struggle is normal map, sometimes don't look right enough
@PaulHPaulino
4 жыл бұрын
Thanks Anderson! It will depend a lot on your model! That’s why I like the Custom Surface Normal in Mari, because you can rotate it as you want :)
@anonymoususer2634
2 жыл бұрын
Depending on the graphics api you can have different results. They handle the direction of green differently. Keep that in mind too.
@PascalAchermann
4 жыл бұрын
Great video thank you for sharing! look forward to more. My faviorite was the normal trick map and the cavity
@PaulHPaulino
4 жыл бұрын
Hey Pascal, thank you! :)
@Tritoon710
3 жыл бұрын
Thank you so much Paul. Can you please do a video and show how you bake them in SD and how to connect them in Mari in very basic setup.
@pfvssouza
4 жыл бұрын
Mom! Im on TV! (kinda). Hahahah Thank you, bro! Keep it up!
@PaulHPaulino
4 жыл бұрын
❤️❤️❤️ Brigado por mandar a pergunta meu querido 😘
@ikbo
4 жыл бұрын
To the point and great summary! As a beginner I'm confused by why you use both substance painter and Mari in your workflow when their functionality overlaps. So a video comparing the two would be great!
@PaulHPaulino
4 жыл бұрын
Thanks Numan! The reason I use Mari as my main painting software is because I've been using it for a long time and always have been happy with its performance for large and complex assets. Also, I recently shifted my workflow to a full node-based approach, which Substance Painter doesn't have. That being said, Substance Bakes and generators can be super helpful, so I take advantage of that. I usually bake my maps in Substance and import into Mari to continue my hero work. But this is just a personal preference, many artists prefer to only Substance, and that's fine too :) The most important thing is to get the job done with quality. It doesn't matter the tool you use. I've seen amazing texture work done using only Photoshop.
@ikbo
4 жыл бұрын
@@PaulHPaulino Didn't know mari was nice based. Would be interesting to see how they compares to SP's later stack.
@3dgraphics848
4 жыл бұрын
Thanks a lot for the tips ! You're extremely helpful, keep-up the good work ! Which software would you recommand for baking between Marmoset Tool Bag / Substance Painter / Blender ?
@PaulHPaulino
4 жыл бұрын
Thanks! I recommend using the ones that you have available! As long as the bakes look good and they’re done fast, go for it :) My favorite one is the Substance Designer baker.
@3dgraphics848
4 жыл бұрын
@@PaulHPaulino I've never tried Designer yet, thanks for the tip I'll look into it !
@Square-zero-one
2 жыл бұрын
Your videos are great!
@OmarHesham
4 жыл бұрын
Nice work man! Very informative
@PaulHPaulino
4 жыл бұрын
Thanks Omar!
@wiglow2810
4 жыл бұрын
Learned a whole a lot!
@PaulHPaulino
4 жыл бұрын
Glad to hear, Wiglow!
@haydnmcgawpersonal8393
4 жыл бұрын
Awesome stuff!
@PaulHPaulino
4 жыл бұрын
Thanks Haydn!
@CarlosSantos-qn8oc
Жыл бұрын
Hello Paul. Could you explain if these textures should be incorporated via Photoshop into another texture like the color one or if they should be combined with shader NOS. Thanks.
@PaulHPaulino
Жыл бұрын
Hey Carlos, these are simply black-and-white masks that can be used in many different ways within your painting software (Mari, Substance Painter, etc) - They can also be exported and used in the shader.
@UnmeiWorld
4 жыл бұрын
Finalmente o video mais esperado do Pão paulino! Hehehe
@PaulHPaulino
4 жыл бұрын
@wudavid345
4 жыл бұрын
Great video it’s really helpful ! :) Btw I have a question , at ~ 2:37 you said you blur your map in Nuke , is there any reason you do it on this soft and not on another one like PS or a blur filter on SP ? :0
@PaulHPaulino
4 жыл бұрын
Hey, thanks David! Photoshop doesn’t support UDIMs and I don’t usually use Substance Painter for my hero texturing workflow. Nuke is great because it allow me to quickly run through multiple textures (and udims) at once.
@wudavid345
4 жыл бұрын
Oh I see ! Thank you so much for the answer ! :)
@nevilthummar7920
3 жыл бұрын
Hi, first of all, thank you for making awesome informative videos. As I am also a texturing artist and I was hoping if it's possible, can you make one video on secondary maps like Specular/Roughness, Bump and how you create it in Mari. Appreciate your work and will use your tips and tricks on my work, will try to improve it. Once again Thank you 🙇
@PaulHPaulino
3 жыл бұрын
Hi Nevil, I appreciate your feedback and I'll keep that in mind for future videos! :) CheerS!
@topologicaldoctor1498
4 жыл бұрын
Good Job With Video and I have a question, So if we want to create something like bigger cracks or deformation like dents in our hero model which change the silhouette of the model and can't be produced using normal maps how is it made in production? Should they be modeled or should they be sculpted and baked in the displacement?
@PaulHPaulino
4 жыл бұрын
Thanks Harinmani! Usually in production we would either have it sculpted and baked into a displacement map or we would use decimated meshes. It would depend a lot on the workflow.
@topologicaldoctor1498
4 жыл бұрын
@@PaulHPaulino so how do u get the Uv's right if using decimated meshes
@PaulHPaulino
4 жыл бұрын
@@topologicaldoctor1498 You can decimate and preserve the UVs
@topologicaldoctor1498
4 жыл бұрын
@@PaulHPaulino oh got it and as far as my favorite map is the Thickness to check out how different is your usage from mine in u r in-depth tutorial and the Normal map stuff is pretty cool as well.
@mennaessam3217
4 жыл бұрын
Great !! Thank you Can i ask you where i can get a chair like yours 😁??
@PaulHPaulino
4 жыл бұрын
Amazon
@benmarxxshow
4 жыл бұрын
Your videos are great, Paul! I have most of these programs, but I don't have Nuke. Is Photoshop an acceptable stand-in? And perhaps you can do a tutorial for Photoshop to achieve a similar result as what you get in Nuke? For example, show us what you do in Nuke, and then show us the Photoshop alternative? Thanks so much!
@PaulHPaulino
4 жыл бұрын
Thanks, Benjamin! For sure :) The power of Nuke is the ability to process multiple textures at once. I guess in photoshop you can do the same by using actions across multiple files :) I can definitely take a look later ! Cheers
@yahyatarek443
2 жыл бұрын
Thank you
@michaelllrobson
4 жыл бұрын
Paul, tem alguma vantagem o bake do substance designer comparado com o do painter? Eu notei ai nos últimos videos que vc usa bastante o designer pra fazer isso
@PaulHPaulino
4 жыл бұрын
Fala Michael! Na verdade e por costume e preferencia mesmo. Eu raramente uso Painter no meu workflow, e o baker do Designer parece ser mais eficiente pra mim. Alem disso, eu consigo ver os mapas sendo "bakeados" em real-time, e isso me ajuda a ver se tem algum erro no processo.
@murrowboy
2 жыл бұрын
AO and Cavity seems to be similar? Should both be used at the same time?
@PaulHPaulino
2 жыл бұрын
It's really up to you and your project. Cavity Maps are based on AO, yes - But usually sharper and have access to all crevices, making them useful for organic panting!
@No_Plastic
4 жыл бұрын
Why did you put us in the oven? Nevermind, that didn't stop me to subscribe! :)
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