Thanks for the tutorial. Also, a good thing to know is that If you have textures name with something after the "rougness" or "metallic", for instance, like "wall_roughness_sRGB.png" you should remove the sRGB from the end, and leave it like "wall_roughness.png", otherwise it won´t work
Dont know if its the program or what but this did not work, didnt read any of the PNGs that were in the input folder and it did nothing into the export folder. I followed along three times to make sure I was not a crazy pants.
Similar to another´previous comment, if you want to merge them without opening any other program. 1. Group all layers of each texture set into one group. Do this for all texture sets that you wish to merge. (Like the other comment). 2. Copy and paste all the textures sets you want to merge into one of them. 3. Put all this texture sets (now groups in a single texture set) into a folder. 4. Transform that folder into a smart material and make sure it is saved into your program. 5. Get the correct mesh, make sure it has the materials (texture sets) you need and want. 6. Now add the smart material you created with the texture sets. 7. Add your maps by either rebaking them or getting the original ones (I recommed using the original ones or at least the ID to save time). 8. You should be done, in case you didn't have any mask on some fill layers you will have to clean that up but other wise you should be good to go. It can cause some funky stuff but most of the time it works
@mahyarjericho4167 Here's the easiest way: export fbx without material (low poly), another fbx with materials (high poly) - they can be the exact same mesh with same polygons, the only difference is one has materials and other one does not. import into Substance the one without material. Go to bake maps, in high definition meshes, give your high poly fbx (the one with materials), then bake the ID map with color source set as "Material color" Drop a material to your mesh and use "add mask with color selection" - the material would be applied to the area with color according to your baked Color ID map. and your project will always have one texture set.
@@leihejun844 None of those are best solutions, they all suck for now i just work as seperate untill final version where i combine it in Photshop The software in the vid would be good, if it worked
This got me wondering. How does this affect your immersion? Lets say I want to use ONLY this method to move in VR, would it trick my brain for immersion? And also, how long until you get use to this without motion sickness? This is amazing dude.
when I export the openGL map or DirectX it doesnt matter is the only one with normal map info on it.... there is another normal map that exports and applies all the necessary cut outs... but it doesnt have the info or detail on it... the open GL or direct x one does.... I dont see how to change it off of that.... as using the preset seems to be the only way to accomplish this.
To solve it without using a program, you can also do the following: 1. Group all layers of each texture set into one group. Do this for all texture sets. 2. Copy and paste each layer group into the same texture set, so that you end up with all layer groups in the one texture set. 3. Remake your 3d model to only have the one material applied that matches the texture set where all groups were placed. 4. Bake an id map with the colors matching the texture sets in the original model and export it. 5. Replace the 3d model in your project with the previously made with one material matching the texture set. 6. Import the id map and make replace it manually. 7. Re-bake your mesh maps except for the id map just imported. 8. Add an id mask to each group using the id map. Kind of hard to explain, but not too hard to do.
@@EMNM66 It means that you have to create a single image with different colors. where each color belongs to what was once a material. It can be done by assigning colors to a group of vertices and then baking it in substance painter
Idk, total active players are probably in the 250-350 range, at any given time there’s about 100-150 online, probably wrong though I haven’t played seriously in a while