I'm using Painter almost for 10 years now and every single time I learn something new from your videos. Thanks for a decade long stream of awesome content!
Thank you for sharing those tips. I particularly love the last one, fixing normal map issues. I've been looking for a solution like this for ages. Thank you so much.
Thank you, Wes! Those are great tips. I've been with you since those early SD5 days (2014-2015?) and somehow I still learn something new from you on every single video! hahaha Learning substance at that time was literally life changing for me and I really appreciate all your hard work. :)
Thank you for another great tutorial today. While watching this video, I just realized that the 'Tip 3 Drag and Drop' feature exists in Substance Painter. It's very helpful information for someone like me who always struggles with importing and searching for the desired texture with a puzzled look. I appreciate that you consistently learn and easily share your knowledge. The other tips are also very useful and provide information that is easy to apply! Now, I no longer have to grumble about height or scream in frustration after bringing in the wrong file, as I don't have to go back to Maya to fix normal maps and redo UVs. It's a very happy day for me. Thanks to you! Thank you, Wes McDermott!☺☺☺
Thank you very much! I greatly appreciate you taking time to let me know the tutorials are helpful. That really was uplifting to read and made my day! Thank you : )
First one I never used (I keep my UVs at maximum possible TD) but it's kinda neat specially when I am moving to blender (from Maya) where the UV toolset is bare minimum and quite terrible, comparative to Maya and Max. I'll be using some plugin or RizomUV I guess.
this is sooo useful!! 1. I never used autowrap feature... so I didn't know we could repack existing UVs, this is really helpful. Though we need export the mesh with new UVs, which may not be very helpful for game assets which all different LODs etc. But it is very useful for other cases. 2. I had no idea!! I noticed the difference but I didn't know the reason. I think Substance should make high or very high as default. 3. Very useful... always use it for decals, logos etc. 4 & 5. I am kinda happy that I figured these 2 myself and I use it almost every project.
So glad you liked the video! Yeah, we should definitely change that SPP setting to something higher. You can create your own templates so that when you startup Painter and use your template it will save all settings for display, shader and bakers.
Thanks! Looking to make some more tutorials like this. I like watching short and right to the point videos myself as time is always super limited at work. I think I can make more like this.
Bravo and thank you so much. Very clear tips! If one day you planned to make a quick series of tutorials to start correctly a mesh texturing (which layer in first? For example and some tips to get some grunge effect, anchor points, and how to project a logo, for example) maybe as a playlist? Please let us know! We would be very interested.
Wonder IF you can do it faster, to follow you better... ;) Let say this video is 4.55 - so shrink it to 1.08 would be better to understand your moves...
Please do a tutorial on baking in substance painter. Mostly I get weird normal map on uv seams I mean always a hard viable seam exactly at my Uv shell cuts/seams How to solve this thing ?
To avoid a seam, anywhere you have a hard edge (smoothing split) you need to have a corresponding UV split with padding. I will look at making a video for this in the future.
I think it's just to keep performance in check for base hardware. Higher SPP values will take more GPU resource but with a decent GPU it won't be an issue.
@@wes.mcdermott that makes sense. Do you know if there's a config file somewhere to edit the default asm shader parameter settings? Assuming it's sitting in somewhere in something like lib-utils.glsl - I couldn't track it down but I'm not a tech artist haha. I've definitely spent a lot of time tweaking roughness values to match closer to substance viewport it's actually a huge productivity boon, thanks for the tip.👍
Thank you sir, i found that the AUto UV Unwrap has a big issue, because you need export that mesh, too otherwise your UV Map is destroyed. You cannot use Auto UV Unwrap and put it on your 3D Max Mesh. That you should mention it, too. thanks sir. Correct me if im wrong
That is terrible for it to go this long. I hate that I let it fall off my radar. Can you detail what you mean with backing in zbrush to use in Painter?
i would NEVER use painter for packing materials, you can easily take the time to unwrap and pack in blender. painter creates some questionable results and with free rotation you end up with islands that arent at 90 degree rotations leading to jagged pixels when texturing