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Messages - lookdev

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If the objects I paint are meant for film which normal map format should I use?
It's meant to be used in Houdini, Clarisse, Terragen, Vue, Rendered with Arnold, Mantra or Redshift.

Substance PainterSubstance Painter - Discussions - Large terrains
 on: January 06, 2019, 10:22:41 am 
Do you use Substance Painter for all or part of a large terrain? e.g. terrains you would get from World Machine.
I lack realism on the ground using texturing in World Machine. It's that small displacement that I'm after. The maps I get from World Machine are for colour, the terrain no matter how impressive in the large shape, is too smooth. Is it something I can (partly) solve using substance painter?
would you recommend/do it for the whole terrain? how?
If not, would you do it just for the foreground (close to the camera)?

A model has several components, when  I export from Substance Painter, everything gets dumped in the same place all maps for all individual meshes, one big mess.
Is it possible to have the option to save to sub-folders?one check box that is enabled by default.

You could use a more sophisticated UV checker texture instead, you will find plenty online

How are these called and where to find them? I'm new to substance painter, grateful if you could point in the right direction.
I'm actually interested in materials that reveal UV stretching, if there are any.

It's great I don't need to repaint, Substance Painter keeps everything, but I'd rather spend some time before painting than go back and forth to fix UV stretching.

When you first bring in your model, does it matter where you bake your maps? in your 3D package or Substance painter?
The first time I've done it in Substance painter (Texture set settings-> Bake Mesh Maps), it looks fine. Then I watched this allegorithmic video
I saw that he did it in Maya.
Does it matter? do you get better maps in one or the other?
same question applies to when you want to re-project UVs in Substance painter and need to re-bake.

What do you do to discover issues with UVs before you start painting/applying materials?
Some complex models have several parts and the checker board in Houdini, although useful, is not as "loud" as a stretched material.
I've applied materials in Substance Painter to 4 out of 5 components of an object, and I,ve realised that the 5th had very nasty stretching. I went back to Houdini and it took a while to find the right UV island and to notice the stretching. It is there, but it wasn't as clear as it is in Substance painter after applying a material.
Now I've fixed the UVs but I need to re-export the fbx and redo the whole painting.
Do you have a stage where you apply something temporary only for the purposes of checking the UVs and what is that something?
(I'm new to substance painter, and this was my first model I painted in Substance painter)

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