Hi, I'd like to back this thread up to what you've got going on in Designer first. You mention wanting to get the nodes you've called out as textures (Normal, Histogram Range, Ambient Occlusion and Blur HQ Grayscale). Normally what you'd do is connect those to the final output nodes, and export them all in one shot in the…
@Obscura ... Well it didn't work so I don't think I understood what I'm supposed to do >< Here is what I did : 1/ I double clicked on the normal node. The normal node showed up in the 2D view : http://prntscr.com/h0hjuy 2/ I linked it with my base material and double clicked on the base material : http://prntscr.com/h0hkft…
Double click the final base color or normal or any map, before combining them into a material. So double click the one nodes before the last one and then you can see and save them. Or just use the raw substance file with the Maya plugin.
After double clicking the normal for example, just press save on the 2d preview. It saves the normal map texture. Then double click the next map, like occlusion, do the same, double click on it, save. That save button will save you the texture that is currently shown in the 2d preview. No need to hook them up to that finel…
@Obscura Ohhhhh okay I understood! So once I hace saved my 4 nodes (Normal, Histogram Range, Ambient Occlusion and Blur HQ grayscale) how can I put those 4 "textures" on a part of my house at the same time ? (I don't know if my question is very clear). Like, can I overlay 4 textures on a model in Maya? ._. Thank you so…
@Obscura Well, I'm doing my very first 3D model so I'm not going to use it for anything specific, it's just to learn the basics you know and to become a bit less of a noob xD So what I wanted to learn with this first little project was : - Modelling something in maya - Creating the textures from scratch in Substance…
In Unreal, both raw substance and separated textures works. To import the raw substance, you'll need a similar plugin to the Maya one. You can find it on the Unreal Engine marketplace. Unreal uses a physically based shading model with "metallic" property. You can check out the documentation on the Unreal engine site, or…