Just wanted to chime in that this is one of the best SP mods I've played. It does play a bit like an adventure game and there are a couple puzzles that might test your patience, but it's never so difficult that you want to quit. The last segment, however, is what really shines. I think They Hunger was the last SP mod I…
If you go with Substance Painter then you can avoid having to learn extra software in the form of quixel and xnormal. It's personal of course but QS isn't a patch on SP and xnormal for me is obsolete pretty much as SP bakes just as good and about as hassle-free as you can get. Plus the bonus of realtime map bake…
When I try to load my material I made in designer in painter it won't load sp starts getting stuck. And it doesn't put my material on it. I've waited over 5 minutes to load it on 256 and it didn't load. I tried loading it in substane player at 4k and it loaded within a few seconds. SD and SP are both up t date.
@Eric Chadwick could you move this to tech talk forum please, I just don't think it fits in Substance forum. Admittedly I mentioned SP but this isn't about how to texture in SP, it's about how to design UV and whether or not chamfer should be used in some cases. (I think I posted this in tech talk forum and it got moved…
Here's a quick test I did using a single smoothing group synced workflow between SP and UE4 Bartalon is correct, the smoothing artifacts will be visible on your normal map but this doesn't matter in a synced workflow as both SP and UE4 are calculating the tangents/bi-normals in an identical manner(mikkt) NM is 16bit…
One of the cons of xNormal is that it doesn`t support .fbx files and it is slower than SP, but AO maps generated by xNormal are so nice! Substance Painter has nice feature "match by mesh name" so you don`t need to explode your mesh before baking. If you use SP for texturing i would suggest you to bake your maps there, it…
Substance painter is so cumbersome to use that i would go with Quixel if you don't want to loose a lot of time and have work being done instead of trying to figure out how SP work. SP will probably get better in 3 to 5 years but as it is now it's a no go for me. So many artists are quicker with the good old photoshop…
Hi, I just finished modelling jacket from CP2077. As Im quite new to modelling I would like to aske you how should I apply details like zipper and stiches through normal maps to my lowpoly model. Should I try model it in maya or zbrush and later bake it in SP? Or just try to hand paint it in SP. How would you do that?…
Hello Everybody , i need some help to improve my workflow for character modelling . i mainly work in zbrush , maya and substance painter . i will write down my workflow and then the problems i face . if you can help with any of these problems it will be very helpful . so 1 - ( CONCEPT ) so i start by collecting some…
wes.sau, Modo can't export tangents & bitangents. So for UE4 I just import Normals. @Warren, nice! I haven't tried baking within SP or SD, good to know it works. I think Jerc mention the viewport in 1.3 would sync to MikkT... I'll give baking in SP a try, though for many of my bakes I need to stick to modo because I use…