Finally managed to make some pics of my retextured little Protogen, it looks soo floooofy now. 😀
Also first time making such pictures, happy how they turned out :3
Model: @dont-jinxit.bsky.social
Brush: @kufibean.bsky.social
Texturing: me 😁
Finally managed to make some pics of my retextured little Protogen, it looks soo floooofy now. 😀
Also first time making such pictures, happy how they turned out :3
Model: @dont-jinxit.bsky.social
Brush: @kufibean.bsky.social
Texturing: me 😁
Good morning everyone! Today I'm streaming a "Behind The Crystal" - with the main goal is just to add as much detail as I can during the stream time... Come vibe below!
https://youtu.be/1V0vI9-DrNM
#youtube #livestream #workinprogress #texturing #3D #substancepainter

#stylized Demon Chest made as a practice, was really fun to 3D model something different, ready for a Video Game
artstation.com/paburoviii
#3d #3dartist #3dart #gameart #freelancer #rpg #rpggames #unrealengine5 #propartist #pbr #PBRTextures #videogames #zbrush #maya #3dsmax #substancepainter
First "Behind The Crystal" of 2026 is going live! Today's agenda is simply to begin texturing the Streetlamp prop I finished UV mapping last night... Come say "Hi" below!
https://youtu.be/tGpKK2O01V0
#texturing #substancepainter #workinprogress #livestream #youtube

You can use this to match the color in Substance Painter and UE5... _φ(・_・
https://bleleux.gumroad.com/l/lHiVg
Medium post by the creator:
https://medium.com/@alexandrealvesdb/how-to-match-substance-painter-viewport-with-ue5-2b022a624515

January 2022: I'm a little late on this, but as of version 7.4(November 2021), Substance Painter includes OCIO support and these LUTs are no longer necessary going forward.Painter 7.4 comes with an ACES sRGB output in the default Substance config or you can use the more complex ACES config from the AMPAS Github if needed. ACES as a tonemapping function for the viewport was also added in 7.4.1(December 2021) for the non-color managed workflows. This is essentially how the LUTs worked and all you need when texturing for Unreal, Unity, etc. For VFX artists, I highly recommend looking into OCIO so you can set up the specific transforms for your particular workflow.Thank you to everyone that's downloaded (and donated!!!) over the last 4 years :') July 2021: Updated the download to include a text file containing the MIT license. Two LUTs in .EXR format for Substance Painter(v2.5+) containing the ACES RRT and sRGB ODT to match other renderers more closely. Both LUTs assume a sRGB working space and have no impact on the materials or textures- they are limited to Painter's viewport only.In order to use them correctly, Painter's Log tonemapper must be enabled. Activate Post Effects and Tone Mapping, restore defaults, and set the Function to Log, then assign the Color Profile.ACES_Standard_Log contains the default RRT and ODT and should resemble viewers using reference ACES(full and approximated) as the tonemapping operator, such as Unity and Toolbag. ACES_UE4_Log is designed specifically with UE4 in mind and includes a similar modification on top of the standard RRT that's present in UE4*. Thanks to the always helpful ACESCentral community and the numerous discussions on the topic. See additional images here: artstation.com/artwork/mrqd8*Newer versions of UE4 contain additional transforms enabled by default that are not in these LUTs. For accurate comparisons between UE4 and Painter, set Blue Correction and Expand Gamut to 0.0 in the camera or Post-Process Volume > Color Grading > Misc.
Hello! Here is a project I have been working on in my free time, learning new techniques, and most of all, having fun. You can check more renders at my ArtStation www.artstation.com/artwork/dyNyx3
#3d #3dart #3dgameart #environment #environmentartist #stylized #unreal5 #maya #3dsmax #speedtree #substancepainter #substancedesigner #vikings #medieval #fantasy #artistforhire #gameart
Exported my uvs to substance painter and have gotten the base colors down. Learning has been a blast and it feels good to see progress so quickly. Still room to add detail to the character later but for now i will fool around with shading and iterate from there.