Hey guys,
I have been learning 3d modelling with blender through this course on udemy
https://www.udemy.com/blendertutorialIt is a very
thorough course, going through all the important details. And even though it might not have all the tips and tricks in it, i now know the lingo and i can find specific learning resources and also understand and learn from them.
I want to check if you guys know about any sort of resource that has a comprehensive course or tutorial series on how to learn texturing through modern means (quixel suite, substance painter/designer) from scratch.
I'd prefer a single source, but of course it might not be possible to find that.
Paid courses are fine, i just want a source where i feel like it has a stamp of approval from the community.
Thankful for any sort of help!
Replies
You'll need to learn how to build materials in whatever engine you're going to use. If you're using UE4 then Epic has some good free videos on their youtube channel. Otherwise there are plenty of resources for building materials inside UDK, it's very similar to UE4 with the primary difference being that UE4 is PBR and UDK is not. Marmoset has some great articles on PBR.
If you'd like personalized assistance, don't hesitate to reach out to me!
--------------------------------PBR-----------------------------------------
https://www.allegorithmic.com/pbr-guide
Allegorithmic Youtube channel is indeed a great resource, definitely give it a look:
https://www.youtube.com/user/Allegorithmic/playlists
Physically Based Rendering Bible - great compilation; the thread itself also worth reading, there was a lot of useful discussion:
http://polycount.com/discussion/136390/pbr-physically-based-rendering-bible/p1
----------------------------Normal Mapping-----------------------------
A Practical Guide On Normal Mapping For Games — good compilation/overview; covers almost everything, you can start digging deeper after reading it:
http://polycount.com/discussion/146667/a-practical-guide-on-normal-mapping-for-games
Must-read topics here on Polycount:
http://polycount.com/discussion/81154/understanding-averaged-normals-and-ray-projection-who-put-waviness-in-my-normal-map
http://polycount.com/discussion/147227/skew-you-buddy-making-sense-of-skewed-normal-map-details
http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts
http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps
Some Wiki pages on topic:
http://wiki.polycount.com/wiki/Normal_map
http://wiki.polycount.com/wiki/Normal_Map_Technical_Details
http://wiki.polycount.com/wiki/Normal_Map_Modeling
http://wiki.polycount.com/wiki/Texture_Baking
Then i know thats its Quixel's Youtube, Allegorithmic's Youtube, Polycount wiki + forum and The extra mentioned links by Treidge I should check out.
I am a bit interested in the more handpainted or stylized art that comes out from games like The Witness or Firewatch. Is there a more specific resource on how this is achieved? I guess its PBR too, just not fully utilizing a lot of materials?
I don't think there's anything particularly special about the techniques they're using to create their materials, just strong art direction and great execution.
A fun example I've wanted to play with is doing heavily stylized things with typical painted textures (ie most of blizzard's art) and render it realistically like they're painted figurines. This just goes to show that you can take the principle at hand, "render things the right way," and put it into practice however you like. I think this is a more compelling line of thought than the all to popular notion that stylized work shouldn't be rendered realistically.
Or just look at Big Hero 6! Disney's breaking new ground with every film release, getting more and more realistic lighting and shading. The very stylized work they're doing wouldn't be possible without a physically based renderer.
For these reasons you're not going to find a resource for stylized, PBR art like you're asking for. That's like asking how to paint stylized work with oil versus watercolor if oil paint was the hot new standard. The answer is just pick up the brush and paint! You should look at stylized art, practice your skills, and apply that skill to a PBR system.
It's easiest to tell if the SUITE is right for you by grabbing the demo from Quixel.se and trying out some nDo texturing on it. If you need assistance or just want to show us what you're up to while you work, feel free to join the Quixel Hangout and share your screen with us!