Author Topic: Best Workflow For Large Environments  (Read 1043 times)

Hey Guys,

Loving the software. I was wondering when it comes to large envirnoments whats the best workflow to texture and lookdev it with the substance suite?

Usually large envs are either dont have uv's or many many udims. I know this means using a lot of tilables and procedural s with planar mapping etc etc but Im trying to figure out the best way to use the tools. As i guess you cant bring all the geo into painter as it would be too slow or might not have uv's and designer is just for making tilable maps. Any help would be appreciated.


Large environments are done by blending seamless textures by using Vertex Masking or a Splat Map. Those textures can be created in Substance Designer.
I teach people how to use Substance Painter. :)