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Substance designer to painter
Substance designer to painter










substance designer to painter

Like sun burns, edge wears, metal wear, etc. ANd SD has many generation maps, where using the baked maps you can create various effects. However, in SD you can bring in your models, bake various maps, like AO, World Position, Curvatures, etc. Then, in substance painter you bring in the sbr, the substance designer materials and paint them into your model. But from what I understand, you use Substance Designer to create the basic textures, like bricks, concrete, grass, sand, rocks, etc. I haven't used much of Substance Painter, I am in the prosses of getting it into my workflow. If you don't have 3ds Max, then you can use vtfedit to import the png's and save them as vtfs.Ībout Substance Designer VS Substance Painter Then in 3ds Max using Wallworm I would bring in the model and it's textures into source. Then I saved the png for diffuse, normal and if needed specularity. At least in my short experience.įor my workflow, I made the substance files and the textures. What substance designer shows is a great start, but to get the same results in Source you will have to fiddle around with the levels.

substance designer to painter

Again, lots of tweak to get the correct metal values in source. I did create specular maps for models, so for example, hanging clothes, where the hook would be metal, but the cloth wouldn't be metal. I didn't create any phong maps, only added the value to the VMT for phong. I could be wrong, but fiddling with the levels and grey values for textures got me the results. What I did was to create a normal shader, so diffsue, normal, specularity and glossyness. Here is some info on Wall Worm about specular maps. You can create specs, but thoe are a bit tricker to get into, as model and bsp shaders work differently. For source you create the diffuse and noprmal maps. probably provide better info, but from what I gathered during these past 8 months. I used substance Designer during the creation of my map. If I eventually make my own models (or want to re-skin a Valve one), would I do it in SP? Using substances made in SD?Īlos, if there are any CS:GO specific guides with SD and SP I would love to know about them. If I wanted to make CS:GO textures, would I use SD to create substances which I then export as bitmap and convert to VTF?

substance designer to painter

Do these tools work in such a way that SD is used to create "materials" (like brick wall textures and grassy textures), while SP is used to apply these materials to models (with some overlapping features between SD and SP)? As I am starting work on my second CS:GO map, this time I wanted to create some custom textures from scratch, and these programs seem like the new industry standard for texturing and skinning models.īefore I delve too deep into either, I just want to make sure I understand the basics. Guys, I apologize for how basic these questions are, but I recently got the student license for Substance Designer and Painter.












Substance designer to painter