This helped me out a lot! Been trying to get a refresher on texturing stuff manually in maya cause i just graduated college. You had some great advice!
@sarkamari
3 жыл бұрын
Glad i could help
@arakoabs
6 сағат бұрын
is there any way to put hard edges and not have them look soft with the displacement?
@nourghafarji
3 жыл бұрын
number one tutorial! so good!
@sarkamari
3 жыл бұрын
Thank you
@el_Sergey
3 жыл бұрын
thank you, you helped me a lot
@nikolatesla5308
4 жыл бұрын
Bro Sooooo Clean soung,love it
@sarkamari
4 жыл бұрын
Appreciate that
@cloudjumper5324
3 жыл бұрын
Hi Reza! Any chance you will explain how to use both normal map and bump/height map at the same time using arnold shaders?
@arpitagarwal9790
3 жыл бұрын
thanks for sharing
@ravidadhaniya2339
3 жыл бұрын
realy nice work broo
@miladhatam
2 жыл бұрын
Nicely done. Btw it would have been better if you had changed the color spaces of the maps to "RAW".
@sarkamari
2 жыл бұрын
Thank you Milad Jan and you're absolutely right. I do explain the colour space in my Substance to Maya workflow video. This one only focuses on Arnold nodes. :)
@ravidadhaniya2339
3 жыл бұрын
i get it nice and easy.
@sarkamari
3 жыл бұрын
Amazing to hear Ravi
@Kinkoyaburi
3 жыл бұрын
Very good explanation. I want to ask: for displacement, I just plug my height map directly into the shading group, and it works. I input my settings under the object's Arnold - subdivision - displacement attributes. Is the middle man - the displacement shader preferable to use?
@cyrielkilller
2 жыл бұрын
Hi ! Thanks ! Can we plug Bump map + a normal map ?
@Hxrnet
3 жыл бұрын
Where i put the height map in an aistandarsurface??
@MouettePondeuse
3 жыл бұрын
Height map is basically a displacement map
@sohailshaikh7180
4 жыл бұрын
normal map not working plz help
@gokulsarma2648
3 жыл бұрын
Hi, I seriously have a doubt. How to use seamless pbr on a large non spherical or cubical mesh like a cliff or a hill. I am newbie...
@sarkamari
3 жыл бұрын
Disp map is usually driven or created by CLR map and to have a clean color map you need to have a clean uv. As you can see everything is connected here. My advice is to hide the uv seams where it's less visible and get assistance from substance 3D or Knald to generate your displacement map where possible
@gokulsarma2648
3 жыл бұрын
@@sarkamari thanks man! and also one more doubt. How to remove this tile repetition
Пікірлер: 24