Here is a new sneak peek at Substance Painter showing off the non destructive aspect of the tool. You can modify your UVs at any time without losing any work. [ame="http://www.youtube.com/watch?v=ATZJifYcgwQ"]Substance Painter Teaser #3 - UV Reprojection - YouTube[/ame] [size=+1]By the way, the Closed Beta for Substance…
A couple questions: I'm currently attempting to slide some of our pipeline to substance painter (from designer). I'd like to leverage all the power of using published substances and gain the artist friendlyness of painter. One of the current kinks in my plan, is that when updating substances in designer, the updates don't…
That looks like your model is projecting the high poly back on to itself, for concave shapes you have four options to fix this: 1. Bake those parts separately one at a time with the other parts of the model deleted (worst way) 2. In Max/Maya keyframe those parts away from each other so there is no overlap and bring the…
Ah right, micro height, that makes it simpler All you need is a way to take your height information, and turn that into a curvature information for masking purposes. You can do that as I show above, or you can use the standard masks (MG Mask Editor) micro inputs like in the video linked above. That shows micro normals but…
Really starting to dig into Painter the past couple weeks. Amazing program, really enjoying it! Tons of things I love about it, a couple things mirroring a little of what EArkham was asking for, I think would be helpful: 1. Copy/Paste ability for substance effects, so I can paste similar effects into different layers or…
I'm no expert shading wise, nor into the deep calculation involved, but from my understanding about the metal map. The values inbetween 0 and 1 are to more or less simulate the effect of coating/layering of material. Let's say you have a chrome ball with greasy fingerprints or dust on top, you can simulate the subtle…
I am in the process of learning SP and have to say its a great tool. However I'm having a hard time understanding the gloss/metal PBR workflow. Maybe I'm getting something wrong with PBR but here is my problem. Unless I'm mistaken this is how Spec/gloss maps work: Albedo = colour (no lighting info) Spec (Specular…
Would gladly test this on some 3D movies assets I am doing right now but 2K is too limiting for me =( I am already using a combo of Topogun to bake normal and AO, then use Knald to process the normal and output some neat little masks that I use inside of Mari, either as layer masks or channel masks but I organize my meshes…
Hey guys, thought i'd chime in with some feedback! I've been digging into substance painter in an attempt to work it into our pipeline at work. The main functionality I'm looking for, is the ability to stamp decals/details based on substance packages. The process i'm experimenting with involves models with many uv shells…
Need better library support for materials - you can specify a material library on the object and save it, but it'd be good to import libraries There is no material search? Masking Need to be able to enable/disable masks Need to be able to import a mask from an image. Need to be able to copy and paste masks from one…