![]() Substance Painter's export config will name the files based on the texture set name.This isn't absolutely necessary, but it will speed things up a bit later on. The material name should be the same as what your texture filename will be ( e.g.Delete all the other materials from the shaders tab, if there are any.with the mesh selected, press 'M' and type in a name in the drop down box.In Modo, before exporting the mesh into Substance Painter, apply a named material to it.At this point you should have ready a high poly mesh, and a low poly mesh with UVs.Each separate map in Targa (TGA) format is saved to the base SVN and used in the game.A PSD file with all the maps combined as layers is created and saved as the work file.Once the textures are ready they are exported from Substance Painter into 2D image files.Texturing is done by using many materials, masks and generators etc.Using the baked maps like the normal map and the ambient occlusion maps for example the texturing can be started.This way you get the details of the dense high poly mesh in a much more optimized form that can be used in real time in the game. The info of the high poly mesh is baked into 2D texture maps that can be used on the low poly mesh.6.2 Channel packing by hand in Photoshop.5.3 Adding a custom shelf in Substance Painter.4.2.1 Baking an alpha map in XNormal and adding it in Painter. ![]() ![]() ![]() 3 Starting a New Project on Substance Painter.2 Exporting from Modo to Substance Painter.
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