I m gonna start creating a group to separate my materials/objects. This is a simple demonstration of a quick material creation. But I tend to find it too heavy for my machine so I like to keep things separated and simple. So you can have the helmet, face, accessories, and different bakes and maps for each uv set. You just need to assign different materials in Maya and Substance Painter will recognize each material and assign a “Texture set” to each of them. If you wanna load into the same scene different objects you can. What I usually do is to create my own Smart materials once I establish a proper look/material and use as a starting point across the other materials to keep it consistency. I like the idea of build them up but you can grab one of the presets (called materials/simple or Smart materials/complex layers) and start from that. I usually start from scratch all my materials. I wanna also say thanks to my friends Corey Johnson and Adam Scott for the tips as well Just go there and watch it! Im sure you`ll learn a ton!Īllegorithmic guys has some great stuff as well! Highly recommended. I highly recommend my friend s Christophe Desse Youtube channel - He has some great stuff. Now it`s time to texture and have some fun. I only tweak it if I have issues after baking. I keep all the default parameters usually. Notice that I changed the Output size of the texture baking (usually I bake at 2k or 4k) and under *Match – I changed to By Mesh Name – This option will allow Painter to track the names and match it to bake all the maps. Now click on Bake Textures and let`s import our *_high.objs. Select your mesh (helmet.obj) and load it. Now open Substance Painter – File and create a new Project.
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