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Substance Integrations - Autodesk 3ds Max - Project settings in Substance Painter for a 3dsMax project
on: December 17, 2017, 07:53:48 pm
Hi all,
I'm looking for "correct" project settings in order to set up a SP project which is going to be rendered in 3ds Max with VRay. I've seen many threads and other documents/tutorials focused on how to export from Painter to 3dsMax VRay and render correctly.
What I'm looking for is the workflow to export from Max and import in Painter.
I export from 3dsMax (2016) to an fbx file. In the exporter I checked:
- Smoothing Groups
- Tangents & Binormals (as this will be rendered in 3dsMax)
- Triangulate is not checked (as I want the final mesh remain in quads)
- Preserve Edge Orientation is Checked
I create a new project in Painter using the "Unreal Engine 4 (Allegorithmic)" template and import the fbx file. I prefer to use the metallic workflow as I have materials that I'm using in engines and I will export for VRay.
I don't know what to do with the checkbox "Compute tangent space per fragment". Do I have to check it?
I'm looking for "correct" project settings in order to set up a SP project which is going to be rendered in 3ds Max with VRay. I've seen many threads and other documents/tutorials focused on how to export from Painter to 3dsMax VRay and render correctly.
What I'm looking for is the workflow to export from Max and import in Painter.
I export from 3dsMax (2016) to an fbx file. In the exporter I checked:
- Smoothing Groups
- Tangents & Binormals (as this will be rendered in 3dsMax)
- Triangulate is not checked (as I want the final mesh remain in quads)
- Preserve Edge Orientation is Checked
I create a new project in Painter using the "Unreal Engine 4 (Allegorithmic)" template and import the fbx file. I prefer to use the metallic workflow as I have materials that I'm using in engines and I will export for VRay.
I don't know what to do with the checkbox "Compute tangent space per fragment". Do I have to check it?