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Messages - gene098

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    Hey guys,

    I had wanted to follow the method Adam Fisher used in creating the skin details here.

    Is its possible to replace what he does in MARI with Substance Painter?
    Because he uses MARI>Zbrush>Substance Painter

    Was wondering If I could just do it like

    He says

    "In Mari,

    I started projecting the displacement textures.

    I used the Copy Channel Adjustment Layer to export out each channel individually. This allows for more control over the details in Zbrush. Make sure to flip the exported maps vertically before applying them in Zbrush.

    In Zbrush

    I created a layer for the each of the maps and stored a morph target, before applying the displacement maps.

    To apply the displacement maps, I loaded the maps into the Displacement Map input slot and adjusted the Intensity until I found the result I wanted and hit Apply DispMap. Having each of the displacement maps applied on different layers allowed me to then adjust the intensity of each of the layers to control how they looked together. There were some areas of the skin, where the bumps were a little more intense than I wanted, so I used the morph brush to soften some of the more severe bumps.

    To finalise the model, I created another layer to sculpt in some more details and clean up any areas of the projection that needed it.

    Substance Skin Painting

    I decided that I wanted to do the majority of skin painting in Substance Painter, but first I did a quick projection pass in Mari using the Female Face 20 FullFace #07 maps to get a base to work with. After importing that base projection into Painter I was ready to start painting. I like to work with fill layers and paint in the layer mask because it allows me to easily adjust the color as I go.

    Substance Painter has a powerful procedural system that can help to speed up the painting process by layering a few procedural textures on top on one another. After I’ve painting the base skin tones, I then start adding details like skin blemishes.

    When painting the skin I like to use some custom scatter brushes with various alphas. In Photoshop I extracted a few areas from the Female Face 20 FullFace #07 maps and created some black and white alphas from them. These alphas were then used in the previously mentioned scatter bush to add a subtle realistic looking effect to the skin texture.

Substance PainterSubstance Painter - Discussions - Re: SSS in Painter and UE4?
 on: February 07, 2017, 07:47:17 pm 
And it says that Painter supports SSS?
It does not say this, at all.
Firstly, you are on the substance designer product site, not painter. Secondly, you are in the MDL authoring section, which describes what kinds of MDL materials( you can create and export in Designer, which in turn can be used in renderers like IRay.

Thank you for shedding light on this matter,

So you are basically saying that Substance Designer can utilize SSS because MDL is part of Sub Designer correct?

Also can MDL materials be used in a rendering engine like Unreal Engine4?

Substance PainterSubstance Painter - Discussions - Re: SSS in Painter and UE4?
 on: February 07, 2017, 04:48:38 am 
No thoughts guys?

Substance PainterSubstance Painter - Discussions - Re: SSS in Painter and UE4?
 on: February 02, 2017, 04:44:28 am 
Any ideas guys?
Would really like to know whats going on

Substance PainterSubstance Painter - Discussions - SSS in Painter and UE4?
 on: January 30, 2017, 07:21:29 am 
Hey guys,

So I just came from a video tutorial on painting realistic human skin

And Mr. McDermott(the one in the video) mentioned that he needs to fake Subsurface Scattering(SSS)...


However I saw this..

And it says that Painter supports SSS?

Im looking to bring this into UE4 as a realtime whats the deal here exactly?

Is like Painter can make SSS
But only for non game engine rendering or something?


Btw, I would also like to ask...
 does Substance Painter allow for texturing by painting from photos of textures like MARI does?

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