shame, SP isnt really ready for UT4 assets then. Hope it is soon. Thankgod i didnt waste hours trying to get this working. Thanks for the answer oblomov
applying PLyczkowski materials to the model that nick zuccarello did graciously lend me for my substance masterclass in Tokyo at the beginning of this month new video coming soon
Exactly, as soon as you don't disclose any confidential info about the tool itself and its functionnalities, you're fine showing what you produce with it. cman2k: Looking nice btw :)
Is layered PSD import/export a feature that will be implemented soon as well? I'd also like to see a Zbrush style alternate navigation implemented like 3DCoat has. Using a cintiq with it right now is a bit cumbersome.
Yes, it's a change me made across Painter and soon Designer and Player to fit with more closely with UE4. It also makes more sense as not only the diffuse but also the reflection color is stored in the Color output when using the Metalness workflow.
YES, you will be able to share finished work if you believe it's worth sharing :) You won't be able to communicate specific things about the software though, but only for a limited period of time. We'll relax this constraint as soon as we reach an acceptable level of quality.
Beta is getting closer and closer, more details very soon :) In the meantime, here is a new video walkthrough showcasing multi-channel 3d painting, layered materials and stencils. [ame="http://www.youtube.com/watch?v=NgHn57zlatE"]Substance Painter - Multi-Channel Painting - YouTube[/ame]
You can only import sbsar files. Reloading and updating a sbsar in Painter can be done through the right click menu on this material in the shelf if it was imported in the project, but will require a restart if the sbsar is part of the actual shelf folder. Although very soon all of this will be much much simpler and…
Not yet. You will have to copy/paste the color values manually for the moment. It's planned, but it's a difficult task so don't expect it soon. (We have currently technical limitations that's doesn't allow us to hide parts of geometry inside a same texture set.) We are still working on some nasty bugs introduced in the…