That was my only gripe - the workflow felt kinda bolted on and convoluted for the current version due to the reliance on PS without conforming to typical PS behavior. The megascan aspect seems really cool though and is the one thing I'm probably gonna miss by going with Allegorithmic's tools over these.
If you check Allegorithmic YouTube channel you'll find an in depth breakdown of the entire process by the Sp/Sd master West McDermott. Also, what I love most about baking there is that you get instant feedback with different materials /lighting in the viewport. And it bakes the NM in seconds.
seems like you guys added it ! https://www.allegorithmic.com/blog/new-substance-painter-autosave-gltf-and-felix-exports?utm_source=Allegorithmic+Newsletter&utm_campaign=6e207f25cf-EMAIL_CAMPAIGN_2017_10_04&utm_medium=email&utm_term=0_2e69063d82-6e207f25cf-330132977&mc_cid=6e207f25cf&mc_eid=c0c37d72e4 thanks :)
Yeah. I'm getting the same thing on my PC. Gives me a chance to practice with SD and improve my work there. Tried updating the AMD drivers, and tried again the same thing occurred. AMD doesn't like Allegorithmic all that well. Ha ha!
Yeah, like Mike said. Right now we use the default auto uv stuff, which has a ton of shells. It doesn't really matter to some extent since the textures are baked and auto generated from tiling materials, but they're not ship ready. Because we lose a lot of resolution in the little shells and get more seams than we would…
I was just thinking the same. The scans are beautiful, no doubt, the MS Studio tool looks well designed, and I know a huge amount of work has gone into this but, with Allegorithmic tools now being free for students and very cheap otherwise, I wonder if this is a wise business model for Quixel?
If I were you I would either dual-boot Windows with Bootcamp, or get Allegorithmic's suite... Wine is a crapshoot and your tablet probably wouldn't work right, and any virtualization solution like Parallels is probably going to make you run out of RAM.
Hi Michael, I am 3d/texture artist and have a lot of experience working with Substance Designer, also - Allegorithmic PROCEDURAL MATERIAL CONTEST 2015 winner in Urban category. here is my portfolio site - http://www.lkuzyakin.com/ I will be glad hearing from you
In Designer height is unsigned so you should treat 0.5 as 0 You can use a histogram range node to compress the range and shift it This is a pain in the arse if you want to share materials between Painter and designer (just in case anyone from Allegorithmic is listening)
@Krato you are right. You'll end up with a lot more textures but you can, eventually, merge them together in Photoshop, for example. Creating a texture atlas is not as exotic as it sounds though, haha. Here's a YouTube video from Allegorithmic themselves explaining it. https://www.youtube.com/watch?v=Xwv4vPvVju4