Just noticed Allegorithmic shared a walkthrough video on their g+ page: https://www.youtube.com/watch?v=WtzornqRs8U&html5=1 I've been checking my emails constantly today and googling the time in France...
Guys, we plan to release the Substance Painter Beta 1 around 4pm PST today. You should receive Steam beta keys by then (and check your junk/spam box too). Stay tuned!
Impossible. SP and SD only work with UVs in 0-1. If you want to have multiple sets you have to assign different material groups to your mesh parts, SP and SD will read it as different UV sets.
Hey guys, does anyone know if I can make Substance Painter bake textures properly when the meshes' UV's are not in the 0-1 space? I have a lot of models that are like this, and Substance Painter improperly bakes textures for them.
Hi guys, A few quick questions 1. is it possible to export all the layers e.g generators, paint selection separately in to a psd rather than it collapsing it to each layer? 2. is it possible to high res screenshot in Painter? (this question might be v stupid)? Cheers guys
1) There is no way to edit the FOV yet. 2) This feature is not there yet but a there is a bug that actually works as a workaround to do that. Apply your procedural on the base color channel for example in a fill layer. Deactivate all the other channels, when you reactivate them, they will now share the same procedural.
1. Just wondering is tga export still broken with roughness/metal map orientation? I use Unity5 for work and our default format is tga. The reason is because I would like to export my painter files to sync straight with Unity, rather than having to copy paste and rename them all. 2. Also is there some way to change the…
+1. Bit of a shame it can't be shown to others though; I was planning on using it the g+ hangouts so people could see it in action. Ah well. But I imagine we'll be able to show finished stuff at the very least. Can't wait :thumbup: I've got some meshes lined up for painting.
Ah, I see. The issue isn't that I have multiple sets of textures, the issue is the large amount of meshes I plan to work on have quite a few mis-aligned/scaled UV's that typically stretch beyond the 0-1 space, so I guess I'll have to fix the UV issues manually. Thank you for the response!
Does anyone know how to configure roughness and metallic to work like Unreal 4? Since UE4 inverts the values, so 0 being rough and 1 being metallic. Unless I'm missing out on some way to just invert those maps I make in substance in Unreal 4 EDIT: Nevermind I think it is actually correct in Substance anyway.