I don't have Substance installed right now and don't remember, but can you turn off texture filtering in the viewport? SeanWink: In addition to the great info you already got, turning off texture filtering can help you see what you are doing a bit better at lower resolutions and provides a crisper render as well. It's not…
illumisanicI wonder if this plugin allows to paint textures with per pixel precision ? I.e. paint a one pixel wide lines or shift decal detail exactly 1pix left/right? including on non-square textures?
There are few more thing that matter . Substance Painter as any of modern 3d mesh painting soft does slightly more blurry textures because they don't work in integer texture space math. Even if you work in twice of target resolution initially . People used special one pixel brushes and pixel art style to do textures ones.…
How do people get so much resolution in their textures on low poly models? I get really low resolution on my faces for 512x512 textures but I see people get really good faces when they have low poly. Mine: What I'm trying to achieve: this is a 512x512 this is a 128x128
They reuse UVs a lot. Only 1/2 the face is textured, the other 1/2 is mirrored in UV space to use the same 1/2 texture. Same with any symmetrical body parts... only one arm is mapped, only one leg, etc. The helmet UVs are even more optimized... only a small section of the helmet is textured, and all the rest of the helmet…
Hello, Adding to the great info above : in its current state your head texture is already higher res than the one seen in the lowpoly TF2 Engineer demake. Therefore besides technical tricks like miroring or reusing UVs, you also need to practice painting textures at the pixel level, handling them in a impressionist manner.…
Here's an example, I highlighted the reused UVs in red, and the UV seams are pink. The reused UVs are offset in UV space 1 whole unit, which is purely optional. This way they reused bits are easier to see in a UV editor, but because the texture is tiled, they end up getting the same texture anyway!…
Here, I recorded a step-by-step of how to reuse UVs, and how it looks when you use a 3D paint system to paint textures with reused UVs. https://www.youtube.com/watch?v=NR29yIW4iPc
We used to have a bunch of SDKs (skin development kits), UV'd lowpoly meshes that artists shared for fun on this forum, that anyone could try re-texturing themselves. Great learning material about how people organize optimized UVs! We have several threads for these, like…
The artist will create only one section of the helmet. Then make UVs for it. Then duplicate those UV'd triangles to make the whole helmet. The duplicated sections of the helmet all use the same initial UV space. So then when you paint the single helmet-section of texture, it shows across the whole helmet. You can try this…