The standard practice in games is... there are no "standards" because everyone has a different pipeline. Different DCCs and different engines. In general, it helps to limit your pipeline to only relying on the game engine as your "source of truth". It helps to try to adjust your DCCs (Maya and Substance, for a common…
Perfect is the enemy of good enough. It's a good idea to have Substance and your target render engine setup to look very similar so what you're seeing is what you're getting, but it doesn't need to be perfect, no one is going to notice.
Hello everyone, I've been researching how to match the 3D viewer of Substance Painter with Blender or other engines, for example Unity, Unreal engine. I've seen that there is an ACES color profile to standardize the visualization of 3D viewers but I have some questions. Do you usually use color profiles, or do you simply…
The thing with ACES is not that much standard yet actually. Not in gamedev at least. Rather sRGB still is . That small "s" is for "standard". And Aces itself has different implementations. An amazing thing is that when you look at Unreal page about ACES tone-mapper you instantly see how wrong it is .…