Renzatic on 14/8/2019 at 07:02
With Substance Painter, the only reasons why I think you'd have to go back to the old 2D editors would for minor adjustments, like color tweaks, or combining your various maps into a single texture. When you're painting in 3D, you don't have to worry about your seams showing up on the diffuse, because your texture is appropriately applied whenever you run your brush over your surface.
By the way, have you heard about UDIMs yet? They're not necessarily more efficient than cramming all your objects into one atlas, but they make things so, so much easier to deal with.
Judith on 14/8/2019 at 07:13
I'm not really painting in 3d much yet. I use Substance for baking AOs, and procedural generation of things like accumulated dirt, dust, and edge damage. Since my workflow is Non-PBR, I have to adjust a lot of things in Gimp before export.
Yeah, UDIMs are heavily used in movies and offline rendering, AFAIK in games you still have to use texture atlas approach.
Renzatic on 14/8/2019 at 07:28
Yeah, I forgot you're dealing with Doom 3. Still, it's setup isn't VASTLY different from your standard PBR fare. You basically just have to adjust your speculars, and ignore the metallic textures, and you're about set.
And UDIMs are slowly and surely making their way into game engines. Substance Painter has supported them for awhile now, and UE4 gives them basic support from what I gather. Really, there's no reason for them not to at some point, because unlike, say, PTEX, it's not THAT different from standard UVing. You're just no longer limited to one UV grid.
Judith on 14/8/2019 at 08:45
Quote:
Still, it's setup isn't VASTLY different from your standard PBR fare. You basically just have to adjust your speculars, and ignore the metallic textures, and you're about set.
More or less, yeah. The main difference is the color range (Levels) for the diffuse and specular, which is much more contrasty and lighting-related for non-PBR workflows. Adjusting speculars is also more complex, since idtech4 uses both b&w and rgb speculars. B&W ones look more like something between plastic and metal, so they don't have much use in The Dark Mod IMO.
Nameless Voice on 14/8/2019 at 12:44
You don't need to use an image editor to pack your various textures, Substance Painter has support for that built right into the baking process.
Inline Image:
https://i.imgur.com/3TN5KDy.png
Judith on 14/8/2019 at 15:58
I'm not packing them, I need to test them ingame, basically. So I need to iterate on .tga textures and material file first. Then I make dds files out of everything but normamaps.
Nameless Voice on 14/8/2019 at 19:36
I was replying to Renz, who mentioned packing?
Renzatic on 14/8/2019 at 19:57
Quote Posted by Nameless Voice
You don't need to use an image editor to pack your various textures, Substance Painter has support for that built right into the baking process.
Sometimes, I find it's a bit more straightforward just to use a 2D editor. I'm demoing 3D Coat at the moment, and while it does have most of the layer options Affinity Photo has (which itself has all the layer options Photoshop has), doing various blends seemed to be a more convoluted process in comparison. It gave me the same end results, but took me about 5 minutes longer to achieve them.
Plus, there are times when you want to play around with layer masks, or mask to belows, which seem more easily done in a traditional image editor.
Judith on 15/8/2019 at 11:10
Quote Posted by Nameless Voice
I was replying to Renz, who mentioned packing?
Whoops, sorry :)
Yakoob on 24/8/2019 at 07:35
Meanwhile....
[video=youtube_share;QsfwgsTx7VI]https://youtu.be/QsfwgsTx7VI[/video]