Character I made based on Edin Durmisevics monster design. A project I was working on during lunch breaks to practice substance painter. Hope you like it.
Actually, none of those substances seem that hard to do. You just need to get comfortable with a parametric approach. Generally it's easier to get into it if you break down the different elements of the substance you're doing. The sand pebbles substance is also basically a sand material with pebbles placed on top. Two…
We took care of this issue more or less in Substance Designer 6 : - You get a warning when publishing a substance when the graph is set to parent different from 0. - We now have Parent Toolbar that allow to change the current graph resolution without modifying the substance. More details over here…
The easiest way would be to name the substance outputs accordingly to the available Marmoset inputs. So if someone sets up a substance, he/she just has to look, how the maps are called in Marmoset and name the Substance outputs exactly the same. For example, if I create a Fuzz output in Substance Designer, it really would…
Hey I'm currently doing the high to low poly workflow in Substance painter and I'm wondering how to fix the tileable UVS baking visibly like this, thanks.
Just imported and baked a mesh from zB 2019 in substance 2019.2.0. Polypaint was applied in zB and colorize was active on Fbx 2016 export. No base color map was available in the bake list in substance. How do you get it in there? Substance isnt baking my base color. Thanks for the help.
Hello there! At work we have the following computer CPU.I7 3.2 ghz Ram :8gb Graphic card: Geforce 450 I wonder what kind of hardware do you recomend to run Unreal and substance painter? Im thinking a a hardware that you can work with 4 k textures in substance painter.
Unreal supports specular as some kind of legacy thing right? But sometimes it's useful. But materials in Substance are either spec/gloss or metal/roughness. Is there a way to preview a material in Substance to mimic what the extra specular tweaks in Unreal can do? Or is that pointless and I should just forget about…