Good evenin.
This is what i have done so far:
Made simple brick shape in 3dsmax, exported to zbrush. Sculpted several bricks,
created an insert mesh brush from about 6 different sculpted bricks.
then made a plane in 3dsmax with the right proportions for my scene. unwrapped and exported the plane to zbrush.
Used the insert mesh brush to make a tileable brick wall by inserting the different sculpted bricks into imported plane.
Exported the whole thing and used it as highpoly in substance painter. Lowpoly was that plane i created before.
This is how it looks in substance painter:
And this is what i get when i export the textures --> Albedo is without any colors.
Any idea what i am doing wrong here?
Also --> i cant change the space between the bricks in substance painter because it only sees the plane for mask selection and not the bricks seperately. Any trick to get only between the bricks with mask selection? or do i have to do it manually ?
Thanks!
Replies
You are likely using the wrong export preset, so the final bitmap is probably a channel you didn't use in the project.
Also, i am using unity 5. Some of my assets were created using the metallic PBR workflow. Can both PBR smoothness and PBR metallic assets work in the same unity scene? or is that something i should absolutely avoid?
Thanks!
However you could also use the PBR Metallic/Roughness channels, and then use our export presets to convert them to the other workflow. This can be done automatically with the right setup, see the "export preset" section here : https://support.allegorithmic.com/documentation/display/SPDOC/Exporting+textures