Hello
I love this course, I'm learning Substance Painter and all its difficulties, but in the version I have, there is no "concrete dusty" so I replaced it with another texture but the result is not the same. (I go through the Steam platform because substance Painter is too expensive for me) is this why? thank you for answer. Of course, it's not finish...
So much praise, it makes me want to sing "La Marseillaise". (humor)
le jour de gloire est arrivé.. 🇨🇵🎼🎵🎙🎸🎸🎷🎺👍👌You are the best!!
I am late to the party, but that's really coming along! I love that you opted for a blue hub.🥳
As per your question - Because of the nature of software, you could follow every step you see on screen 100% and still come out with a different looking result. Since there seems to no longer be that Concrete Dusty material I had used, I'd say that's a great reason to start testing out other materials Substance Painter has to offer! The material I chose was certainly not the best for the task, it was just a random one that did a decent job. I thin what you have there is looking awesome, and if you are happy with the result and feel like you've gained more confidence with the software then we've achieved our goals!
Thank you very much Chunck. I have another problem with the tractor wheel, in fact when I open it on substance painter it does this: (photo) even when I place and replace the "low poly" nothing to do.
I'm trying to make a "low" with the wheel like we did with the hub. Is this a good idea? What should I do? Thanks for answer.
So you can totally achieve what you are trying to do, but it may take a couple of adjustments!
My initial instinct is that with this tractor tire, the grooves may be too deep for us to be able to properly capture in our bake if we are creating a low-poly model similar to how we created one for the other tread pattern.
If we look at the crude image below to see what's going on during the baking process, we are projecting rays from our low-poly mesh which hit the high-poly, and then return to the low-poly with that information to "bake" into a texture image. You'll see on the left side, our low-poly may be too low to accurately capture the angles that are perpendicular from the ray, so the information it returns with is a "best guess". I believe that's why you may be getting those extrusion-like bakes on your image above.
For baking, ultimately you want your low-poly model to adhere as best it can to the high-poly shape. In this instance, the details on the high-poly may be too silhouette-altering for you to simplify the low-poly as much as it has been.
What you could take a look at doing is adding those grooves into the low-poly model. This will result in some more work, as well as increased poly-count, however you will be able to capture more accurate details from your model since there is more rays being projected at better angles.
I hope this diagram made sense! Please let me know if it's stirred up any more questions!
Chunck :)
I'll try to analyze your ideas, I don't speak a word of English but I'll try to understand, right now I'm home from work, I'm tired, I'll get to it on Saturday, I'll translate your answers by Deepl and I'll try again. Thank you so much Chunck for your and your kindness your talent. it's sincere.
Hello Chunck
Did I misunderstand your explanations? What I understood and did: I added grooves (ctrl R) and redid the unwrap.
The result is the same.
What I'm thinking of doing is reducing the depth of the grooves in the tires of the high poly, I'm a beginner and French and old (humor). that doesn't make things any easier.
It's cleaner but shallower and small artifacts. Thanks, chunck, we'll see to the result, I'm not giving up.
la traduction ne va pas, désolée...