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Vmpere
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@jorgecagua8491
@jorgecagua8491 День назад
You just Simply rock dude!!!
@cte46
@cte46 12 дней назад
thank you so much, man!
@isaschulte6709
@isaschulte6709 26 дней назад
3 years later, still extremely helpful! <3
@rammahsallom2419
@rammahsallom2419 29 дней назад
Legend bro, you just saved me a shit ton of time
@BATCH3
@BATCH3 Месяц назад
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
@HeadBangingDead-zc1ns
@HeadBangingDead-zc1ns 2 месяца назад
Thanks for this. I just generated about 60 texture maps lmao.
@pseudopod77
@pseudopod77 2 месяца назад
how can this work for udims? thanks!
@linnncolnnn339
@linnncolnnn339 2 месяца назад
You just saved me so many hours of retexturing thank you so much!!!!!
@Slu2112
@Slu2112 2 месяца назад
luvu
@shluhenfurer
@shluhenfurer 3 месяца назад
Virus detected. Do not open the file. Not sure if the Author of the application intentionally put virus who pays 0 $
@lucas-correa
@lucas-correa 3 месяца назад
I came from 2024 to thank you a lot 😢
@Bryanrabid
@Bryanrabid 3 месяца назад
You are a freaking lifesaver. I wish you good fortune and endless happiness.
@hasu36
@hasu36 4 месяца назад
OMG I Love You and the Person on Gumroad <3. I am sitting for 5 hours with no solution. THANK YOUU
@sofyamakingart
@sofyamakingart 4 месяца назад
Thank you SO much, you're a life saver!
@EdNorthcott
@EdNorthcott 4 месяца назад
You bloody saint. I can't believe that Substance *still* hasn't cleaned this up.
@Mini-vi8oo
@Mini-vi8oo 5 месяцев назад
doesnt work for the normal map..
@Stfn-yu8tk
@Stfn-yu8tk 5 месяцев назад
Not working
@FumanyuX
@FumanyuX 6 месяцев назад
LIFE SAVER!!!
@kanokarob
@kanokarob 6 месяцев назад
Congratulations on defeating the Tyrant! Seems like the Wither Skeletons gave you a harder time than he did! :D
@Anuuta13
@Anuuta13 6 месяцев назад
Thank you very much!
@nuvimoontear6201
@nuvimoontear6201 6 месяцев назад
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.
@googleslocik
@googleslocik 4 месяца назад
same, it reads the files, but does nothing
@darakamyar8344
@darakamyar8344 7 месяцев назад
what if someone use mac?
@FreeFoxRagu
@FreeFoxRagu 8 месяцев назад
Thank you for this tutorial!
@deepikanegi_
@deepikanegi_ 9 месяцев назад
For me It only worked in png
@LCURRY48
@LCURRY48 9 месяцев назад
Thanks bro!!!
@Connorses
@Connorses 9 месяцев назад
You saved me so much trouble, I really needed my model to have one material. ;)
@YouWillForgetMe
@YouWillForgetMe 9 месяцев назад
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
@mahyarjericho4167 8 месяцев назад
You are a genius :)))
@leihejun844
@leihejun844 5 месяцев назад
​ @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.
@googleslocik
@googleslocik 4 месяца назад
All those solutions are objectively worse than using Photshop or any image editing software
@leihejun844
@leihejun844 4 месяца назад
@@googleslocik best solution is to use vertex color.
@googleslocik
@googleslocik 4 месяца назад
​@@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
@rubikscube3579
@rubikscube3579 9 месяцев назад
program dont work just do nothing for me #begin merge and its all what i get
@pepesorianorodriguez7417
@pepesorianorodriguez7417 9 месяцев назад
Alguien sabría cómo exporta un objeto desde 3DS Max para que en substance tenga dos materiales en él textura set list?
@SamSep01
@SamSep01 11 месяцев назад
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.
@happywasabii
@happywasabii 11 месяцев назад
2 years later its still not implemented..
@MrAsag
@MrAsag 11 месяцев назад
this is do not work
@TacticsTechniquesandProcedures
@TacticsTechniquesandProcedures 11 месяцев назад
Or another option is to set one material to the whole object and paint with polygon fill.
@firegrim
@firegrim 11 месяцев назад
do they add backface culling for polygon fill?
@tomhikon
@tomhikon 10 месяцев назад
In Substance painter when I use polygon fill it paints parts of the object on the backside as well. In theory it's a brilliant feature though.
@GoopyGoblins
@GoopyGoblins 11 месяцев назад
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.
@winsera5670
@winsera5670 Год назад
THANK YOU SO MUCH! YOU JUST SAVED ME
@TwoNiStop1
@TwoNiStop1 Год назад
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.
@luckymaki8627
@luckymaki8627 Год назад
Thank you so much! I don't know why, but this combiner didn't work with my files. So your guide was a real savior!
@EMNM66
@EMNM66 Год назад
any video that i can follow, im having a tough time
@EMNM66
@EMNM66 Год назад
the baked id maps(step 4) are all diffrent images, how do i apply id map? thank you
@creativohugo
@creativohugo 11 месяцев назад
these structions are a little bit confusing, I really wish I could inderstand it better, is there any video where this workaround is shown?
@crow-sch98
@crow-sch98 5 месяцев назад
@@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
@404killer
@404killer Год назад
Does this work if I am combining UDIMS
@ryannnbruh
@ryannnbruh Год назад
Dweeblesnap bibblesnorf 💅🏻
@vmpere2637
@vmpere2637 Год назад
Das what I’m saying‼️‼️
@leepaula7871
@leepaula7871 Год назад
Thank you so much!!!
@user-bp6ho2yk4h
@user-bp6ho2yk4h Год назад
homie you're a real one<3 I don't usually comment but had to say thank you so much!!!
@knucklesupper3748
@knucklesupper3748 Год назад
Thank you! Very helpful program!
@Handlesbar
@Handlesbar Год назад
How many players exist in the entire stoneworks world?
@vmpere2637
@vmpere2637 Год назад
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
@sarahclarke956
@sarahclarke956 Год назад
hey im working off of mac and this wont work, do u have any other recomendations
@gamer-gamer
@gamer-gamer Год назад
I'm going to join this server
@aussieraver7182
@aussieraver7182 Год назад
How does Substance Painter not have this feature built in???
@Trustmeimrussian
@Trustmeimrussian Год назад
I have been looking for this for YEARS. THANK YOU!
@bodhitv2523
@bodhitv2523 Год назад
Lol my problem is the opposite. I actually want UV Maps in the texture set lists separated. Can’t figure out how to reverse it.
@driggsy
@driggsy Год назад
This worked way better than I was expecting Thank you for this tutorial!
@SheeshMaster64
@SheeshMaster64 Год назад
Thank you so much; the fact you fact do this in-engine baffles me
@halbschattenmorker9487
@halbschattenmorker9487 Год назад
Thank you so much! s2