Notice: the final model and project files don't include this product In this process for each part we choose the best selection for workflow.Ĩ3 mins of total texturing in substance painter software, and we select the render engine which is the best tool of marmoset Toolbag , after importing the modeling and texturing we set the light and camera for the final presentation. I put the references of katana sword in the folder.ĥ6 mins of unwrapping in Rizom UV software. +2 hours of modeling process in 3DS max everything is clear you can follow the modeling process easily. This is a total process of modeling ,unwrapping ,texturing and katana sword rendering. MEGA PACK SMART MATERIALS & PBR TEXTURES, Naser kazemi #metal #concrete #plastic #asphalt #wood #smartmaterials #substancepainter Resolution : 4096 * 4096 (High-End Quality) -16bitĪll patterns created with shape manipulation using default texture and maps in substance painterĬopy the file smart materials ".spsm " into your Substance Painter shelf folder This product is created by naming the layers accurately and you can easily make the necessary changes in terms of texture and color The texture method seems flat still but idk not many will view the roof.This product includes 227 high detail smart material for substance painter Just been having trouble whether to make the roof a texture or actual geometry for the modular house set I'm working on. I will definitely check everything out that you mentioned though. This was one of the issues I had with using my materials in painter is that unless it uses the whole 0-1 uv space it wont tile. I would have to manually resize it for every material which can be hard to get right. The roof isn't seamless because the cursor thing in painter takes up the whole uv space. Btw what I meant before was that I made a roof material in substance designer but when I apply it to the roof parts on the uv map using a mask. I'll have a look at using the material ID's method as I've used it before but in other programs. ![]() Thank you for the detailed response Recon. Make all of your seamless textures in an atlas, map out, your masks/id maps. like RIZOM, Blender, or what ever you use. Make your seamless textures, when you unwrap this is key, you can move around your textures in your unwrapping tool. use the power of Designer in Unreal as well for variants. Make your atlas, trimsheets, make an ID map and/or masking in Painter for variants. Old tut, but process, pretty much the same, you have some tools and plug ins atlas maker some one made and Designer its easy to make an atlas. I forgot to add, you can use ID maps, to, when you make your shaders, and use different channels when you pack your textures,atlas etc. you have total control over your maps, unwraps. What do you mean take up the whole space? Use RIZOM UV for wrapping, don't use an auto tools like Substance to unwrap, or use 3d software. You always want to reuse mats through our your game/scene, but you can make variants, through Designer.with the procedural exposing parameters in the game engine. but I make thousands of graphs and reuse them to make hundreds of variants of textures, using few mats. I work in the industry professionally so its important to use Trim sheets for the larger worlds and of course atlas. This is the most common way, you can make an atlas, and then do your detail work in Painter. you can use trim sheets, atlas, you can still pack them, and use ID maps. It has something to do with SP cursor feature which encompasses the whole uv space and modifying it to fit certain areas is a pain and stretches the texture. I could go into PS but it would take long. I'm just trying to figure out how I can fix this issue. My only issue is if I want any of those parts to be seamless I cant use my SD material unless the uvs take the whole space. ![]() I just wanted to try to reduce the materials down by using an atlas for several parts. I'm using unreal engine 4 so I remember it has a batch combine option. However If I have pieces separated that do share a material I may be able to combined them in engine. The reason is I heard using many materials is bad. I was hoping there was an easier way to do it in painter cause I know in SD there is a node that can be used to make a texture atlas. But I use the s#it out of Designer, more than Painter for most of my work. plug in.īut you don't need too, painter is good enough, i'm just old and picky. I still use PS a bit to with some textures, with Quixel Suite 2. ![]() but use SD, or Trim sheets and any atlas's I make as I find it better, easier. Originally posted by Recon:I use ID maps, you can use SD, or Painter for Trim sheets, or atlas's or what ever.
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