If you're using substance painter this doesn't apply because that's not how the workflow works. What you do in substance painter is change the roughness values on the layer you want to edit here's a picture of the layer controls in substance painter: see where it says "rough"? that means that this layer changes the…
Would it may be easier, in terms of technical hassle at least, to create tileable maps in substance designer, for instance, instead of modelling individual highpoly and trying to generate maps from that? Even getting displacement-maps to work properly is a pain and i'm growing a bit mad right now. I'm willing to buy and…
This morning I created a wood materiaal, including chipped version on each side where the wooden beam would have been cut by an axe. Next, I chamfered the edges using sculpting and added the wood in Substance Painter. I tried creating some sort of stylized material in Substance Designer but I was always making it to…
Just a quick update on the progress, I've started the texturing in Substance painter and trying to get used to the new workflow while learning the software. Originally started texturing in Zbrush but the file went corrupt and I lost all the progress. Second time round I decided I might as well try out the substance…
Not quite dead yet, working into the last to finish it up! Sadly didn't have time to finish the statues, floaty guys along the hallway are getting finished today in addition to the cage around the throne. All the wall/pillar meshes are textured with a substance using 2 to 3 different grime/edge modifiers in addition to a…
Hey guys, I have a very basic fence model in Unity. I textured it in Substance Painter and export it for unity 5 specular. In Substance Painter the object is divided to 2 phases, opaque (wooden part) and transparent (perforated metal), so far in Substance painter it works perfectly fine, but when I export it in Unity and…
So I've been trying to trouble shoot this for the past 3 days. The sculpt was done in Zbrush and UV mapped using UV Layout. I took the file into Substance Designer to do some quick baking (seems to be the quickest and easiest for normal bakes for a noob like me). I exported out the texture maps from Zbrush and brought it…
I have some unique color textures previously created in Photoshop that are fixed at 1K or 2K. These used the pre-PBR AO and Cavity multiplied over the diffuse layers method. I know that I can delete the AO and Cavity layers (save them out separately). I'm updating some scenes to the PBR workflow using Substance Painter. Do…
For me day to day is pretty simple as a texture artist. Usually I start by checking e-mails since we outsource many of the props I want to keep track and see if the quality is up to snuff and comment on each one to go to the next step for example or tell them to tweak something. If something related to my level chunk is…
It's been a while since I posted. Things have been getting busy! But without getting into too much detail, here's what I've been up to. So I figured out what was causing the weird lighting. It was because of how the normal map was being calculated in my triplanar projection material, because triplanar projection naturally…