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Ouch...
What does this exactly do? Aren't there shaders already?
An export preset provides you with the maps needed for iRay in Studio. Each app (Marmoset, Keyshot, Unreal, etc) might need a separate export preset depending on the render engine.
@Barbult -
Well I had never heard of Substance Painter until I saw the tutorial. I then looked up substance painter, studied it, and bought. Then came here and bought the tutorial today. I haven't downloaded either one yet. I have to wait until morning when Data is free but I'm excited.
A new convert...you're gonna be hooked!
You should recieve the RayRay Export Preset update sometime today. You should delete the old preset before installing the new and then restart SP if it is open. The new preset changes some Greyscale values and the Normal OpenGL setting. Nothing earth shattering going on here but if you have a before and after shot and a keen eye you can see that the render is a little bit better.
Have fun!
I bought this SO HARD. It's exactly the help I needed.
I am really thinking about getting this but have a few questions
1. Is there enough content for someone who already knows how to use SP? As a noob to Daz the main goal of watching this would be to learn bridging SP to Daz
2. Are there plent of example types? Do we get to see workflow for things like: objects (metal and non metal), clothing and organic stuff like skin
Thanks
One other thing
Does it cover the different shaders like how to make somethign emissive in SP to also be lite up in Daz
It is a tutorial that demonstrates the bridge between exporting SP maps and bringing those into Daz Studio and how to hook those maps up inside of Daz. Metal and Non Metal objects are defined inside of SP automatically when you apply a Material or Smart Material. Not a tutorial on how to use/tweak SP per say, though I show how I use the app on a per project basis.
Is there anything in the tutorial about how to get round seam issues when creating skins using G2/3 templates? (Because the face and torso are seperate UVs you can't paint directly across the face to the back of the head in SP - you have to paint these parts separately which can be a pain if using any design that's not plain).
Definitely going to get this asap, as I have a Substance Live subscription as of this morning. Definitely going to enjoy learning your workflow and hopefully I can use the techniques as is for mine.
Does it wreck the UVs when you do that?
This tutorial has been a big help to me.
Yep
Edit - Workflow:
Save from MD - import into Hex, scale down and separate each uv island again, also separate any trim or material zone breaks you need if they aren't already, export - import to zbrush, polygroups/click auto groups with uvs, turn on draw polyframe (shift-F) , geometry/zremesher, click keep groups, adjust other settings as desired, remesh, export. - Import back to Hex, weld into one complete object again (all the polygroups will be seperate pieces), export - UV map again in UV Layout/etc.
That's how you keep zremesher from messing up your trim lines, seam lines, breaks where material zones change, etc. It's easier than drawing a bunch of guidelines on in zbrush.
Thanks Fisty, I am terrible at UV mapping and a great thing with MD is they are all handled. Redoing the UV maps typically makes me sad because for me, it's hard. But this is something I'll try.
Just a question, does this mean you export from MD as individual peices?
EDIT: Sorry for hijacking the thread, I'll just do some experiments and sort it out.
nope, one piece, just seperate the uv islands
Okay, just got your two content creation tutorials and this one. Going to have fun with this stuff.
Do you show how to export something from Studio into Substance (a cloth for exemple) then modify the textures then put it back into Studio ?
Make everything else in the scene invisible.. select clothing (don't know for positive that's needed but I do anyway) file -> export. He shows how to import an obj into Substance.
Edit: oh, in the box that pops up set it to DS scale, then uncheck the box for keeping groups but makes sure it's keeping materials, you need the .mtl file it will make for Substance to know what to do with it. (For a prop you might want to keep the groups, might make it easier to work with in Substance, for conforming clothing already rigged to a figure they'll just make you want to tear your hair out)
Yup *nods*
OK, good. That's what I need.
Ok before buying the tutorial and the soft substance designer I have done some research. I'm using Photoshop now to paint the textures and I'm looking for a 3d painting solution mainly for projecting textures (tatoo) and paint clothes.
Apparently Substance designer is missing 3 important features to be really usable (for me)
- Merging texture sets.
- Paint on multiple materials
- Different shaders for different texture set (materials)
Merging texture set has been promised for already 2 years and they says it will come very soon (they said that in october 2016), important because daz use one texture with UV for multiple surfaces and Substance apparently will export a textures per surface, then we need to merge them manually...
Paint on multiple material, this is needed for projecting tatoo for exemple on some area of the figure, where there is seams between texture sets with different uv and surfaces. this works in Zbrush and apparently 3d-coat.
Except that Substance painter look like the perfect match for Daz Studio.
Yeah, no program that I know of is perfect.. each has its strengths and weaknesses to work around. I'm working on a project right now that has me going through a 3 program process to make one morph (and I have 120 of them to make) to say it's teadious would be an understatement.
Apologies for the necromancy, but I finally pried loose enough time to watch and absorb these, and I'm wondering if "Substance Designer for Dummies" got done under some other name - I can't find it.
I think you're looking for "Substance Painter Workflows". Looks like a comprehensive guide to me.
I thought that might be it, but it's kind of specifically Substance Painter, and not Substance Designer - which are about as different as two bits of sister-software could be.
The subject title really needs to be changed to "Released" from "Coming Soon" I got all excited for a minute! LOL