Hello guys, i made a weapon on one uv and the magazine and some other parts are on a seperate uv. i textured the gun first and after it i textured the magazine etc. the gun is on one substance-project and the magazine is on another project. Is there any way to combine these two projects to have my gun with the magazine in…
I am very close to tearing all of my hair out. I've sort of neglected the whole texturing process for the majority of the time I've been doing 3D animation. I recently started using substance painter, and my general workflow involves Maya, using Redshift renderer. I painted this chair for a uni project, and exported all of…
Hi guys i'm wondering if anyone knows where i've gone wrong and how I get this bottle to look in unreal how it does in Substance? Substance: Unreal: Unreal Layout: Thanks guys!
Hello, I was just about to post this question here as the information available was very limited (and the one piece of guidance I did find was incorrect) but I figured out the fix and wanted to share. The problem was that I had two UV maps in blender, "head" and "body," each with their own assigned material, but when…
Hello. Here's something I've been trying to figure out a workaround for. I'm outputting my textures from Substance Painter, and I've noticed that a PNG exports as 16 bit, but a TGA exports as 8 bit. I prefer using TGA in Unreal 4, but the TGA export from Substance Painter looks oversaturated and muddy in Unreal 4. I have…
Hello Polycount! I'm creating a series of industrial lamps for testing out Substance Designer and getting more practice with PBR. My goal is to create models that hit that realistic mark. My first model is a fisherman's light. It has a copper (rusted) base, brushed steel wires, glass bulbs, and a wooden pedestal. So far,…
This week, I refined the UVs and began the initial texturing pass in Substance Painter. The focus was on improving the UV layout for better texture distribution and for establishing the base materials and surface details.
I know there have been multiple threads in the past comparing the different texture applications. But since the developments of this software is going very rapid, I though I would start a new thread instead of posting in the old ones. What is best for Highpoly texturing? - Substance Painter now Supports UDIM. - Substance…
I know that this post is old. But if it helps you, for pixel art painting in substance painter you can use the PIXEL8R paid plugin by ActionDawg, it is very versatile and you can even make pixel normals with it. A lot of games are currently using it.…
Hi polycount. I've been using synced normal map workflow with 3dsmax + Unreal + Substance Painter without problems. However..... I am currently adapting to new workflow with Maya + Unreal + Substance Painter. And this particular part of my mesh is giving me a headache. I tried -different frontal max rear, max frontal…