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Messages - 3Dream

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Is there not a way for Player to export maps and PACK them into appropriate channels for Unity?  I mean we are still having to use PREVIEW integration that does not work well for me with bugs and crashes.  So I have to end up using just the individual maps in Unity. 

Hopefully I've missed something somewhere and there is an easy fix for exporting the maps in a packed fahsion.  ie.   RGB + A

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And another year has passed and I search for "how to change uv tiling with substance in unity" and find this thread.  We will fix...etc...  Now in 2019 new plugin and still no saving of TILE settings inside substance material.

What's the news on this now?

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Substance Integrations - Unity - Re: B2M in Unity How to?
 on: January 11, 2019, 07:58:20 pm 
Thanks for the clarification that helps some.  One more thing though...when you say "stand alone" app, isn't that what I'm trying to use, B2M3 and then have that SBSAR file used inside Unity?

Or are you suggesting that the workflow of using B2M3 with the embeded SBSAR file is clunky (I would agree) and should use Substance Designer instead?

The whole point of B2M3 is it's quick and easy for non super detailed things.  So I was hoping there was some synergy there to be able to use the plugin in Unity without having to work with all the MAPS B2M exports...

Let me know if any of that makes sense or if I'm still missing it completly!  It's Friday :)

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Substance PainterSubstance Painter - Discussions - Re: Workflow Question
 on: January 10, 2019, 01:42:26 am 
ok after doing some digging around (more than the first time :)  )  I found that what I need to do is setup some material ID's in my 3D software.  That will allow me to MASK out the different parts of my ONE TEXTURE set so that the entire model will be exported in one MAP SET!

Hope this helps someone else out.

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Substance PainterSubstance Painter - Discussions - Re: Workflow Question
 on: January 09, 2019, 11:31:37 pm 
Sorry that's not what I'm asking.  Here are two images.  The one shows the model with ONE UV layout in 0->1 space.  Therefore I'd like my MATERIAL if you will to be ONE set of images (dif, met, rough etc).  Painter upon export will apply the correct colors, roughness etc on the different masked out areas of my model. 

However what I'm getting now is  7 sets of 4 images (my configuration of basecolor,metallic,normal,roughness) rather than one set of 4 images.

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Substance PainterSubstance Painter - Discussions - Re: Workflow Question
 on: January 09, 2019, 11:17:18 pm 
I have 5 materials.  Those materials are all laid out in one UV space.  Remember I'm brand new to this stuff... :)  But isn't it a good thing to save texture map space on game assets and such?  I thought that was one of the big advantages of using something like this system (of course there are many other great things)

Maybe I'm missing something or not communicating what I'm wanting/thinking should be able to happen....

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Substance PainterSubstance Painter - Discussions - Workflow Question
 on: January 09, 2019, 11:00:44 pm 
Brand new to painter.  Have a mesh that has several materials assigned to different pieces of geometry.  The UV map is all in a single 0-1 space. 

Once I've applied and painted all my materials, I export this out of painter and I get many different texture sets.  I was hoping that I would be able to combine all the materials into one texture set having just a single Diffuse, Normal, Metallic, Rough etc...  for this object.

Is this possible and how do you go about it.  Thanks!

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Substance Integrations - Unity - Re: B2M in Unity How to?
 on: January 09, 2019, 07:57:29 pm 
Wes thanks...but that's not super helpful.  I  understand the plugin that is being worked on is for SBSAR files.  Correct?  I mentioned that in my original text...you've said the same.

B2M does not save nor export SBSAR files, correct?  I have seen the odd post about using the Help->Data folder that stores some sort of SBSAR file, but I DO NOT SEE HOW TO USE THIS. 

Is the workflow to use the SBSAR file in Unity to CREATE the material?  I was using B2M software to setup and create the material and looking for the SBSAR file I can then import into Unity.  Is this wrong?

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Substance Integrations - Unity - B2M in Unity How to?
 on: January 08, 2019, 04:56:39 pm 
I've recently began using Substance.  Wanting to integrate what I've created in B2M inside Unity.  I see posts and YouTube videos showing how to use the sbsar file found under the Help->Data...but nothing In enough detail to know how to get it working.  I also see how sbsar files are no longer supported in Unity nativly...waiting on a working version I guess....

So is there a way inside B2M3 to export the bitmaps in a way like in designer so that the two or three bitmaps are already mapped with the correct channels...green red blue roughness spec etc..etc..

Great I can export all these maps...but then have to go into photoshop and setup files is a real pain.  What am I missing...please help in this kind of workflow.  Thanks!

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