Hi,
I'm cleaning up some dodgy scans at the moment, there are large holes in some surfaces which need to be patched up and have textures cloned in to make up the missing detail from the good bits. Ideally I'd like to do the clone stamping in a 3D package, Mudbox is great for that but it only allows one channel at a time, this can lead to discrepancies between the channels. My question is, would Substance painter allow me to import a model and it's partial textures (albedo, AO and normal map) and clone out the missing areas on each texture simultaneously?
I could paint strokes to an action in Photoshop but I'd ideally need to paint it in a 3D package.
Many thanks,
Pete
Replies
Does anybody know if it's possible to export the height data (not as a normal map) out of Substance Painter?
I have a heightmap input that I'd like to make tile along with the albedo, normal map etc.
I don't need 16bits for a normal map, right?! Here is one of the channels with high contrast, so you could see it clearly: original nrm and exported from painter:
See: http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps
I'm not a mod but you'll get a better response if you start your own thread instead of replying to a 9-month-old post.
Good luck.