Gumroad – MM44 Part 2 – Mech Hard Surface Texturing with Substance Painter (RUS)

Author Alex
2022-10-8
1 346
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Gumroad – MM44 Part 2 – Mech Hard Surface Texturing with Substance Painter (RUS)

Gumroad – MM44 Part 2 – Mech Hard Surface Texturing with Substance Painter (RUS)

DESCRIPTION :
On this Tutorial I'll show you how I texture my MM44 Mecha with Substance Painter in about 9H of video. The idea is to show you how to texture a complex model, in Hard Surface style, with a lot of UDIM and for VFX render. I'll show you how to achieve the finest texture look, and try to break the "procedural" Substance looks.

SUMMARY :
• In the first part I'll show you my workflow to Unfold all UVs of the model in about 1H30. We'll take a look at the news UVToolkit and Unfold/Layout UV of the MM44.
• Next I'll show you how to prepare and export it to Substance (prevent border smoothing, ID maps, Udim, texture set etc...)
• Then in Substance we will create our own SmartMaterial from scratches, with the help of external textures.
• After I'll show you the perfect workflow between Substance Painter and Arnold 5 to reproduce the exact same shader.
• The last part is more about different tips. How to analyse you image, make retakes, adjustment, refinement, found solution, lighting techniques, presentation etc...

NOTE :
• You have two variants of this Tutorial. One with the model and final scene and one without. (It's also can be bought separately here)
• It's a fully English record Tutorial without any speed-up.
• This is the Part 2, I invite you to look at the Part 1 with about 15Hrs of video modeling this guy.
• Even if it's easy to follow this is not a beginner Tutorial but more an intermediate one. The basics of Maya, Substance and Arnold are recommended.
• Please note that all my workflow use here, my scripts, tools, resources, custom etc are explain in depth in my Fuze Tutorials.4K EFFECTS

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В этом уроке я покажу вам, как я текстурирую свою модель MM44 Mecha с помощью Substance Painter примерно за 9 часов видео. Идея заключается в том, чтобы показать вам, как текстурировать сложную модель в стиле Hard Surface, с большим количеством UDIM и для рендеринга VFX. Я покажу вам, как добиться тончайшего текстурирования, и попытаюсь сломать "процедурный" вид Substance.

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