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Showing results for tags 'substance painter'.
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I need to change this to a more urgent topic because it actually prevents me from further work with texturing in Blender. I Autopoed some objects, auto-unwrapped their UVs and exported them along with baked normal maps to Blender and Substance Painter. All parameters and presets were set to Blender or OpenGL. However strangely, after applying the correspondent Normalmaps the objects appeared to have a lot of artifacts and seams in Blender than in SP. Details were also less clear than in SP. This stopped me from any further works in Blender. For your information, if I set the bake and export settings to Substance Painter instead, it also renders incorrectly in SP.
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I use Autopo to retopo some objects and export them to Blender and Substance Painter. All parameters and presets were set to Blender or Cycles. However strangely, the objects appeared to have a lot of artifacts and seams in Blender than in SP. Details were also less clear than in SP.
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Hello and good evening. I discovered this wonderful software called 3D Coat; I love the texturing and uv mapping workflows, but I can't seem to get a handle on the baking phase. I've tried several bakes, but each time the results are the same. Could somebody tell me why my bake looks like that and what I need do? I paid close attention to both the outside and interior cages. I've watched several tutorials, but to no avail. Help, what should I do to fix this?
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So, Im trying to figure out what exactly I need to do for the workflow to make this work properly. A model is made in Lightwave, and gets sent to me. Then I open 3dCoat, and I cut the UV model. The thing is, the model has 5 separate 'Paint Objects' and when I export them to Substance Painter 2, it states its one 'object' in the texture set list. What I want is for the 5 Paint Objects to be their own objects still in substance painter 2, as painting them there I'm more familiar with. Any help would be appreciated, Thanks, Hadfield1981
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From the album: Smart materials
4 custom PBR collection where used for the creation of the Leather Glove 3D Coat PBR Procedural LEATHER SMART MATERIALS COLLECTIONS 1 & 2 3D Coat PBR Procedural WEATHERING SMART MATERIALS 3D Coat PBR Procedural METAL SMART MATERIALS Gumroad : https://gumroad.com/michaelgdrs 60 seamless custom LEATHER PBR accurate SMART MATERIALS ALL HAND SCANNED / PHOTOGRAPHS (game engines optimized 1024 x 1024 pixels) UNLIMITED COMBINATIONS CAN BE CREATED 4 Texture Channels Each ( 100% PBR Texture ACCURATE ) Base Color Normal Metallic Roughness Compatible with : 3D Coat PBR (WOOD smart materials ) Substance Painter ( Separate Pack, included textures can be used for node / image based procedural WOOD creation ) Toolbag 2 ( Separate Pack , NOT INCLUDED) Unity 5 PBR ( Separate Pack , included textures can be used for standard material creation) Zbrush ( Separate Pack , included textures can be used for texturing ) Unreal PBR ( Separate Pack , included textures can be used for PBR material creation) Substance Designer for texture based nodes ( SBS and SBSAR NOT INCLUDED ) Render Engines Compatibility : Mantra PBR Mantra IPR Renderman Arnold Redshift Vray Indigo Maxwell Octane Furryball Thea and any renderer that supports PBR and or gloss / specular workflow© Michael Bitsakis
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