>He uses the stock smart materials in Substance Painter>j-just d-drag and drop bro it's fine my work is excellent I'll get some freelance work soon for s-s-sure
>>701329so you just use generators and noise textures?
>>701329Nice dude. I'm trying to learn more about SP now.I got a question that I haven't really understood. Should I always be baking the maps at the start, even if I'm not baking a High poly to Low poly mesh?So just bake the medium mesh or even high mesh onto itself?I ask because, results seem drastically better and the mesh looks cleaner when I bake first, even if it's just the same mesh onto itself. Iv experimented a bit and been using stuff like the baked AO map to generate various things..Do you fill like sharing your substance file? I'd be really interested in looking how you do some of the tings
> Some pro says Mari it's better than Substance and more used in the industry. Yes, no, why?
>>701332Yes, because you'll get all the maps smart masks use to figure out how to apply properly, like AO, curvature etc.
>>701344Just some faggot talking out their ass. Both are great. Mari is better for movies and cinematic chi where there's no real limits on how big an asset can get, as the artists can just keep adding more udims for more detailed areas.For games there's less reason to use Mari as few games make use of multiple udims as optimization for performance is often key.
>>701344mari is better for huge maps, like for film industry needsalso mari have this sort of 3d liquify tool, where youcan project for example face texture over head model and adjust it moving in space very easily so all parts of photo will go over coressponding parts on 3d model andthen project it, painter dont have such tool
>>701359It actually has a tool like that but it's not as good.
>>701329Where is this image from?
>>701329Left looks better.
>>701329Keeping your gear clean is not a modern trend. No knight would ever let his blade go dirty.
Where is this from? Artstation/Polycount/Gumroad? Can you give source please?
>>701329it's still a shitty looking sword desu
>>701329>5 layers>30 layers>f-f-five layers badYeah no shit, what's your point?
>>701329How exactly do you use anchor points I could never figure them out. The premise was explained badly.
>>703879you add anchor points to lets say chipped paint layerthen later in another layer when you want to add some rust to area where paint is chipped you make rust layer add black mask, add fill, and in that fill you reference that anchor point selecting it were you normaly select texture to put in fill
help me with this pls guys,as you can see Im doing some test bakes to learn painter and in baked maps Im getting this weird seams,I tried to make UV seams on smoothing groups like in picture2,also I tried to not put breaks on smoothing groups like in pic 3pic 4 is high polythe only thing that works is puuting everything in single smoothing group, then this weird seams go away, but I always red that you should make smoothing groups on hard angles and uv splits... is this workflow outdated? should I just put everything in 1 group and not wory about groups and seems? will it show properly in lets say game engine like that?
I want to buy substance painter, I see the 2019 version is for sale on steam. But i see a lot of reviews mentioning that they were bought out by adobe and saying that it's going to become subscription based. If I buy it are they gonna screw me and start making me pay monthly?
>>704342https://forum.substance3d.com/index.php/topic,30855.0.html
>>704345>https://forum.substance3d.com/index.php/topic,30855.0.htmlpiracy