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Messages - Easton Williams

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I am creating a tiled material that has screws in it, I found out how to add the hard surface textured screws but how would I be able to manipulate the properties of the screws to make them have a different metal or even rust material? For now it seems that the screws are only able to share the base material that they are transposed onto.

There is already a project setup shipped with Painter for tileable materials.
File > Open Sample > TilingMaterial.spp

Well thanks!

Yeah, someone PLEASE help me bypass Quixel entirely, their software is such a pain to use and there is no information on how to even use it. I've got to try to figure out how to create my tiled textures in Substance Painter...


I am trying to create a tiled material in Substance Painter so i can completely get rid of using Photoshop and Quixel DDO, as they take more time by exporting and importing materials and are simply more clunky and slower than Substance Painter.

I would like to create my normal details in Quixel NDO and then export the normal maps to Substance Painter then create tiled textures in Substance Painter. How would I paint my textures real time so i can view that they are tiled correctly?

And how would i import my normal and other maps to add to the tiled material?

I tried taking a plane into my modeling software and UV unwrapping it, copying it to where the tile is in the center of 9 square tiles and then exporting that to Substance Painter, and for the most part it worked, but the problem in that is that i could not exactly get my Plane in the UV space perfectly, which then showed up in Substance Painter and i think this would cause some problems tiling the materials.

And finally, after i were to solve this, how would i export or save my maps?


I am trying to find out how to export Quixel Materials out of DDO and into Substance Painter, I tried exporting as a GGX file but then I got a bunch of worthless maps that I could not insert into Substance Painter:

How would I take my materials out of DDO and into Substance Painter? I really dont enjoy Quixel DDO and then having to export my project around...


How would I make something like this? All I want is to create a tiled material that has those normal details so I can add it to buildings and then just add textures to the normal detailed map.

Ah, ok. That is what I was thinking, I was not sure if all of the substance materials were in 4k ready to be downscaled if needed. I was just noticing because comparing it to some games I like that used Substance I saw less detail within Substance looking at the textures. I will have to learn how to use Designer anyway for a lot of the stuff I will need.

Couldn't I take some of these Substance textures and reverse engineer them in Designer and modify them to make them 4k?

Actually, would you be able to tell me how exactly I import a model into 3DS Max from Substance Painter?

EDIT: Also, I fiddled with Substance Painter some more and went through different materials and set the resolution to 4k and increased the UV size, my textures just don't look like they are in 4k, and even when I set it to 1024 a brick material doesn't even resemble brick because it is so fuzzy

Below are two pictures, one from Quixel SUITE and the other from Substance Painter, both of my simple brick wall. I know Quixel uses photoscans but when I look closer at the image I do not see what looks like a very, very, low resolution like I do in Substance Painter using Substance Source brick textures. The Quixel ones look way more defined and high res, both are at UV scale 1.

I just took a snapshot within Substance, which I know is not the best way but I haven't gotten to rendering yet.

I am not sure if this is why there are jagged edges, but it but it may be that I did not use AA. I think I did though, and it is in 4k screen res so I would've thought there would not be aliasing.

I don't know if it is just me being ultra picky or what (I am picky), but when looking more closely at the edges and corners it seems a little stretched and just doesn't fit with the rest of the model. Could this be because I did not bake it with AA?

I am probably going to take it into 3DS Max today to render in an city ally once I figure out how that works, then I will try to post another shot of it.

Hi guys, I made my first model with textures in Substance Painter but I think it is supposed to be more detailed than it is.

I think I am supposed to build a high poly version too then bake maps off of it and use those maps on my model but don't know if this is right or how to do this. I am using 4k textures and baked the model in 4k but when I zoom in to look at the edges it looks a little fuzzy and blurry. Actually, it looks a little fuzzy or not high res across the entire model but I don't know why because everything was set to 4k...

Any help is appreciated,


I am new to 3d modeling so I am trying to learn everything. I tried turning off triangulate and on or off it still gave me the same issue, I know I am doing something wrong in 3ds Max but I don't know what. I don't think my model ever had quads to begin with, it just looked like how it does in the picture, is that the issue?

I am trying to do is just paint my model through selecting the mesh but instead it selects the individual triangles.


I have run into a problem where when I try to select a poly or mesh on my model in Substance and add a material to it, it selects either the triangles that make up my polys on my model.

I included some pictures below because I know I am not explaining this very well. For whatever reason when I export a model out of 3ds max and into Substance it turns the hidden lines into extra selectable polys. Also I am not sure why when I group objects in 3ds max that it still selects my entire model in Substance Painter

As you can see, one picture shows the hidden edges in Max and the other in Substance. I don't think hidden edges are supposed to appear in Substance or turn into selectable polys...

How would I modify a material from Substance Source to look similar to the picture below?

I am trying to figure out how to add some small normal details like the fiber crosshatch material that makes up the tape as seen in the image below but don't yet know how to go about doing this. I assume I will just turn it into a new material by adding the detail.

Would I use Substance Source for this or B2M?

Never mind, I am figuring it out

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