Substance Painter class lesson

 Notes from the lesson:

1. Edit project reformation substance painter (this allows you to reimport the same model to a substance scene if the UVs are still the same, but say you decreased the ploy count, you won't have to lose the progress of your Substance file).

2. PBR validation green is good, evil is red, which means it does not render correctly (this helps with texturing when you are unsure how good material will read once brought back into Maya for rendering).

3. Material bulk first, then weathering (When texturing, lay the base before the fine details, you can always re-order, but without the base, the finer textures can't react how you would like them to).

4. Polygon fill/mesh select for unique texture in substance only if grouped, not combined in Maya (when everything is combined, the textures in substance will cover all of them. On the other hand, grouping the textures mean they are separate, so if you intended for a zipper and jacket to have different textures, you can now).

5. Stencil prints as alpha, projection not as good (hold s to size stencil) (sometimes a projection can be blocked by items not grouped in the UV selections, so you might have to reduce your stamp designs, but a stencil allows the largest size for the stamps).

6. Some smart masks in substance go from bottom to up (this means you have to manually paint a texture like mud if in your story the mud reaches the top of the 3D model).

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