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[Solved] Substance Designer to 3DCoat workflow?

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Hi all - I recently started learning Substance Designer, Painter, and 3DCoat. Usually one would take their materials generated in Designer and apply them in Painter, but after using 3DCoat for a couple of weeks, I'm just about convinced that 3DCoat's texturing setup feels much more accessible than Painter (lots of little 3DCoat advantages, like Zbrush-esque navigation which works wonderful with a tablet,  able to quickly freeze/unfreeze UV shells, etc. but still learning both). I'm having a lot of trouble exporting my material maps from Substance Designer and importing them into 3D Coat while retaining the same look and feel of the original.

Here are my current results, with the material applied to a cube in Substance Designer on the left, and those maps exported and applied to a cube in 3D Coat on the right. I have quite a few questions.

help.thumb.png.ed9e84d8f02758882a197a9a5a50f6b9.png

Surely I'm doing something wrong? I created a new Smart Material, and for my "Color" Texture in 3D coat, I imported the base color texture from Substance designer. Depth texture in 3DCoat <-- Normal texture from SD. Roughness texture in 3DCOAT <-- Roughness Texture from SD. Metalness texture in 3DCOAT <-- Metallic texture from SD. Condition Mask Texture in 3DCOAT <-- Ambient Occlusion texture from SD (this one wouldn't be necessary, right?). I'm a bit confused, where does the height map texture exported from Substance Designer hook into 3DCoat's Smart Material? There seems to be no field for that.

 HELP2.thumb.png.fa437e08a8b382cc08aa66e90c478b28.png

I made sure to generate the "CurvatureMap" layer in 3DCoat. With the SmartMaterial selected, I also used the buttons in the "Preview Options" window to adjust the size/position/rotation of my smart material being applied to the cube, but I still couldn't get it to look correct. In Substance Designer, notice my material intentionally has a large raised circle in the center of each face, but it's completely missing in 3DCoat, despite using the same texture maps. Just to note also, the default Smart Materials in 3DCoat work beautifully - it just seems to be these custom ones I'm making that just won't work.

I've attached the maps exported from Substance Designer.

Any advice or suggestions would be greatly appreciated, thanks!

SD_to_3DCOAT_TextureMaps.rar

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Hi

Depth texture in 3DCoat <-- height map texture from SD

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That's such a coincidence, right before you posted that I was continuing to search for the answer some more and came across a post you made some time back on here, with a link to a youtube video that explained exactly that - I was using the wrong map for the depth. Thanks!! It does look better now, I'm sure I'll have more questions though but for now, this works!

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