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substance is incredible
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The fuck am I looking at
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>>691388

It is but everything looks a bit too "good" in it. I always get disappointed when I export to an engine.
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>>691408
Alright anon, I am sure you're pretty new to the game if you think this. I've got two ways around this that will blow your fucking dick off. Sarcasm aside, I completely understand where you're coming from and you would think they would have just made an export from fucking viewport already, but you know, fuck you (Courtesy: Allegorithmic/Adobe).

A). Use Bake Environmental Lighting

To do this, make sure you've got all your appropriate maps either baked, or made beforehand. I'm not sure how good you are/acquainted with Substance you are, but those are all the maps that are found in the Texture Set Settings for each respective material group.

Or (I call this the retard galaxy brain option)

B). Take a screencap of the viewport and then scale/crop to your desired texture size. Now, your limiting factor is the size of your screen in this case, unless you know some kung-fu that I don't, and you then just save the image file it produces and you may need to do a bit of bullshit UV shifting in your desired 3d program.

I usually do the latter with mobile game assets. I also use the latter for Second Life. Otherwise, the outcomes aren't too bad. This is a shot in Blender with a 1024x1024 texture using the viewport screenshot method.
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>>691408
I know this fucking feel bro
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Did you hear the news? Cross-tile painting (full UDIM support) is coming!
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>>691420
>UDIM
what are udims?
is that what DAZ uses? how one object uses multple maps?
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>>691411

I often see Dota people use this method.
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>>691420

The new unwrapping thing!
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>>691411
Kek the screen cap method is genius
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>>691469
It generally produces the best baked results, but is incredibly time consuming. Also, if you're not a dweeb and you actually properly UV things, it doesn't always work.
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>>691411
>Take a screencap of the viewport and then scale/crop to your desired texture size

fuck that changes everything
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>>691411
I can't literally even...
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>>691472
>>691474
It has its' notable downsides but, it will give you what you want in a pinch. You will be adding up to ~45 minutes to your workflow using this retard flex.
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Q. Do I need to export both a heightmap and a normal map? or is the normal sufficient? i.e for game assets.
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>>691486
For which program are you trying to use them in? Usually, having both is better
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>>691464
It's cool, but personally I'm not that impressed by it. Pic related. Perhaps I missed something that would really set it apart?
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>>691486
>i.e for game assets.
Use the normal map. You probably won't be tessellating in-game, and you would have to translate the height/bump map to a normal map anyway.
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I just updates my painter and baking seems much slower
I'm pretty new to tihis, but for a table for example, what should I be not baking?
All I know to uncheck is the ID, are there other things that for baking something simple like a table, I wouldn't need?
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>>691492
So only use the height map if I'm going to use tessellation?
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>>691495
Yeah, if you're not tessellating, the engine will convert the height map to normal info and use that. Substance already does the same when exporting the normal map.
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>>691491
Looks good. UVing is one of these processes utterly devoid of artistry and creativity and I hated it for the past 15 years. Hopefully some AI wizardry will come along in the foreseeable future to free us from this bullshit. Also other non-creative BS like rigging/skinning/weighting.
If you enjoy these then you are some hardcore sperg.
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oh glad to se this thread im actually having an issue
this is what i got, as you guys can see the holes on the right are mapped weird and im not sure why, here was my workflow;
made low poly version, mirror modifier in blender, i didnt merge it apply it
set up UV which were pretty simple, that whole front face is one
then duped it and subdivided 5x for high poly version
but when i baked it, it seems like substance didnt realy like me mirror but i dont see why
i figured if it didnt like the mirror it wouldnt have mirrored it, but why are just those faces on the front right messed up?
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>>691503
Can mirrored UVs be the problem? Also, check for overlaps.
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>>691411
You can probably get 4x the resolution if you have nvidia and enable the dsr option.
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>>691507
dunno, im trying different export options ill reply back if i solve it

on another note, in the options when baking in substance painter, on all the tutorials i see people just seem to choose random max frontal/max back distance, for best quality should i always be setting it at like, 1, to make sure im getting the most detail?
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>>691508
Might try that, though I use 4k monitors already, so I have no issues getting 1024x1024s out. Aside from that, it's rare I ever fuck with anything larger than that.
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>>691411
You have just blown my mind.
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>>691494

They changed baking to be heavily nvidia related. You need normal, world space normal position, AO, Curvature and thickness.
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>>691507

IDK about blender but you may want to dupe your whole object and collapse any modifiers then import it to painter and try that.

Also the front back distance will vary based on the object. I adjust it the most when working with occlusion. I'm a scrub so don't quote me.
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>>691388
yeah. DirectX FBX realtime stuff only, don´t hope to see those textures working in a 3dsmax render properly.
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>preferring a real-time preview over an off-line render
How typical of plebeians.
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>>691594
if i merge the mirror though it halves the size of the texture map
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>>691411
>your limiting factor is the size of your screen in this case, unless you know some kung-fu that I don't
I do
supersampling
t. never done any 3d work
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>>691776
Use trip planar projection for all your stuff inside Substance and you won't get any seams. If you use UV projection on the other hand....
Short: Its an user error. not a program error.
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>>691411
But that's illegal.
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>>691646
>if i merge the mirror though it halves the size of the texture map
No.
On your mirror modifier, that section where it has a slider that says U/V offset, turn the U slider to 1.
It'll make a duplicate of the other side outside of the normal UV view (offsetting it by 1 tile).
UV maps are broken up into tiles where there's a grid of them outside of the initial square. You can have multiple things unwrapped onto these tiles to keep the islands large and give the objects extra space for textures. Basically, UDIM shit like >>691420 . All of those textures on the right side are all on one map, with each square being the equivalent of the 1 square in the UV view in Blender.

Painter doesn't like overlapping UV's but that's a way you can do it. So you can have your cake and eat it too.
Hope it helps.
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>>691791
Nah, I had seams suddenly show up on projects that were fine in the previous version. Now they show up. Had to completely re-unwrap my model to fix it. Triplanar and the other projections didn't do shit.
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>>691776

Increasing padding and ironically dilate.
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>>691797
born to render
adobe is a fuck
鬼神 retopologize em all 1989
i am donut man
410,757,864,530 dead allegorithmic employees.
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>>691828
based blenderfighter
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>>691832
I have to predicate that the final line, as much as any gay little shit-shuffler at Allegorithmic would love to tout the idea they get death threats or something: I do not wish for the death of any current, former or future Allegorithmic employees, nor do I wish for the quantity of 410,757,864,530 Allegorithmic employees to die-- it is in reference to a piece of Engrish that was used on a piece of Chinese crap in the form of a keychain. It's not a threat, but please do consider the idea that there should be a "Render From Viewport" function already-- as it was promised in a previous release.

But yes, Blender is a strong and useful program and never, ever, ever let anyone tell you otherwise.
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this program looks cool
https://armorpaint.org/
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>>692549
be gone peasant!
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>>691388
Substance is negroid-tier. Pointless nodes, laggy painting and weak results. Idiocracy in all fields is very real. Especially CG. Thank the pajeets and hues.
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>>692554
What do you use
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>>692587
photoshop
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>>692588

Get with the times grandpa.
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>>692858
Well to be fair, they're both Adobe™ products :^)
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>>692858
Get fucked Zoomshit
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>>691628
>offline rendering
literally the zero effort talent bypass for lazy people. You take everything photographers do (albeit at a less skilled level because photography is complex) and replicate it inside a renderer. The "optimizations" people do in offline rendering are laughable.
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>>692933
>photography
literally the zero effort talent bypass for lazy people. You take everything lighters do (albeit at a less skilled level because lighting is complex) and replicate it in a basement. The "techniques" people use in photography are laughable.
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>>692936
>Lighters
literally copying light setups invented by photographers and painters. Do you really believe "Lighter" is a tough job? You have access to hundreds of years of light studies through paintings and photographs, use 20% of it and understand 5% because the rest is too hard. Most of the time you'll be using HRDIs created by, you know, photographers.
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>>692896

Enjoy not finding work in the next 10 years because nobody uses your old workflow anymore. Do you still box model realistic characters too? Do you still use the specular workflow? Come on, sip on that monster boomer.
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>>692954
I still box model characters and get good results :(
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>>691411
Or just, you know, find the option to export your viewport texture without having to do all that. Substance has had it in there for some time. Updating is good, anon.
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>>693005
I haven't updated considering the fact I pirated it. Thanks for the heads up, amigo.
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>>692954
the texture artists for Uncharted 4 used photoshop and modelled normal map details by hand
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>>693012
While I may not be the poster you originally replied to, I can say that, without a doubt, Substance is an efficient and fantastic tool. While it may not have the character, or some may call a homely touch in a negative light, it certainly releases the generalist from the otherwise time-consuming and inefficient pipeline that has ruled for the past fifteen-or-so years. Sure, I would imagine the fellows at the studio that made Uncharted used Photoshop, I think they used it since there is a select group of 18~30 artists who are honed and incredibly skilled and bring a flavor to the game that inefficiency cutting would endanger.

Otherwise, Substance is, hands down, the better tool if you're trying to work on something in a smaller team setting. I also think that it could be a great abstracting tool for artists who cannot texture particularly well, but want to provide some level of visual detail to give to the bespoke and skilled artist.
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>>691388
>Adobe advertising in full force
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>>693012
https://www.artstation.com/artwork/4Rz0k

No they didn't they used zbrush and substance designer.



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