3rd Party Models/Media Chat / Disscussion: Your work flow for creating PBR assets?

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devlin
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Posted: 7th Feb 2018 08:32
quick test in substance,
trying not to over bloat the normal
but good results i think .

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devlin
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Posted: 7th Feb 2018 09:40 Edited at: 7th Feb 2018 09:47
just a quick retexture basic from gg chair model pbr.

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Belidos
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Posted: 7th Feb 2018 11:25 Edited at: 7th Feb 2018 11:26
Which texture set preset are you using there Devlin? UE4?

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devlin
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Posted: 7th Feb 2018 11:58
no just created a new one,
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Belidos
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Posted: 7th Feb 2018 12:42 Edited at: 7th Feb 2018 12:47
I don't mean the export texture set, i mean the list of textures that appear under the texture set menu that's generated when you bake the texture set at the beginning (the channel list), where you added the normal map, which preset did you use?

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Posted: 7th Feb 2018 12:44
Brick looks good Devlin and the chair is nice too.
I used 3D coat to make these PBR textures.
I think I have got a good workflow for this now that looks good in GG.
If anyone wants the smart materials I used I can export them from 3D coat.
I am not sure if they would work in Substance.


The coffee is lovely dark and deep,and I have code to write before I sleep.

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devlin
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Posted: 7th Feb 2018 13:14 Edited at: 7th Feb 2018 13:17
Belidos
put this in your preset folder in documents / substance painter /shelf/ export presets
will be better to try in substance yourself . pbr metal rough

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devlin
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Posted: 7th Feb 2018 13:15
Stab in the Dark
wouldn't mind the preset you use those look great.
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Earthling45
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Posted: 8th Feb 2018 16:19
I've made a small box and went to work with hard surfaces and alphas.



I've had to select 4096x4096 in order to have sharp edges, otherwise it is not as nice looking.
But for such a small entity this is of course ridiculous, although the maps are only several kb's in size.

devlin
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Posted: 8th Feb 2018 21:04
Quick question has anyone got multiple materials working with pbr.
tried with using color id map in substance but no luck loading the usual way,
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GraPhiX
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Posted: 8th Feb 2018 21:32
Quote: "Quick question has anyone got multiple materials working with pbr.
tried with using color id map in substance but no luck loading the usual way,"


if you mean having more than 1 _color.dds then no if you mean different materials in the same _color.dds then yes, I use quixel and create my colour ID maps in photoshop.

have you seen this thread ? https://forum.game-guru.com/thread/218774
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Belidos
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Posted: 8th Feb 2018 21:39 Edited at: 8th Feb 2018 21:49
Multiple materials works a bit funny in substance painter, instead of treating them as multiple materials on the same texture sheet, it literally creates a separate texture sheet for each material, when you load a multimaterial object in you will see a list of the materials in the top right box, you have to work on each separately by clicking on the one you want to work on, which means if you want them on a single texture sheet you need to combione each one outside substance because substance doesn't do that.

When I use substance, in blender I just use one material for the whole model, then vertex paint each area I want different with a different colour, then when I import it into substance I use those colours as a colour ID and can paint each area separately, but still maintain just one sheet for all the materials, it's easier that way.

I will get round to finishing my workflow video soon I promise, and that will include a part on how to use the colour ID system for single texture sheets.

As to actual multi-texture models in the PBR version of GameGuru, not sure if that's implemented yet or not.

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Earthling45
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Posted: 9th Feb 2018 00:48
I found a neat little program with which we can view our models with parallax occlusion.

You can find it here.





devlin
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Posted: 9th Feb 2018 06:31
@ GraPhiX i use quixel does the job great.

@ Belidos
substance painter is great i have an idea that i will try and put a vid if it works for 1 texture sheet
will try it tomorrow if off work. if you have 3d max quixel has a script to load in to do your color maps
they also work in substance.
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Belidos
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Posted: 10th Feb 2018 13:58 Edited at: 10th Feb 2018 13:59
Quote: "Belidos
put this in your preset folder in documents / substance painter /shelf/ export presets
will be better to try in substance yourself . pbr metal rough"


OK, I don't think you are understanding what I am asking, and I think I know why, looking at your video it seems you are using an old build of substance painter because there are some options missing when you create a new project in that video, here's a screenshot of my new project box, the circled option is what I am asking about:


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devlin
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Posted: 11th Feb 2018 05:23 Edited at: 11th Feb 2018 05:50
@ Belidos
ok got you now. don't select any .
leave as (select template)
then load your model add ambient map and normal in texture settings.
then in textureset setings select tab at the bottom viewer settings and select
shader sould be pbr-metal-rough. then i use the presset i posted earlier to export.
hope this helps,

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Belidos
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Posted: 11th Feb 2018 11:39
Quote: "@ Belidos
ok got you now. don't select any .
leave as (select template)
then load your model add ambient map and normal in texture settings.
then in textureset setings select tab at the bottom viewer settings and select
shader sould be pbr-metal-rough. then i use the presset i posted earlier to export.
hope this helps,"


Doesn't work like that i'm afraid, you have to select a template, it won't let you load the model without it.

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Earthling45
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Posted: 11th Feb 2018 11:56
The template which i use is pbr metallic roughness Allegorithmic.

Belidos
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Posted: 11th Feb 2018 12:02
Thanks Earthling, that's what I needed. I couldn't work out which one to use because although most of them look the same, they all use different channels for the textures, for example what may on one template have a roughness in the alpha channel, on another template the roughness might be on the green channel, and so on, I was struggling to work out which would work best with GameGuru.

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Earthling45
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Posted: 11th Feb 2018 12:19
Yes, that is something which i'm playing with as well.
Despite the template we choose, it is highly customizable.
I'm still busy to learn 'how to' but one important thing which i know now is how to remove seams.
That is done by adding a layer and then selecting passthrough on each channel before painting over the seam.

Should we have a separate thread for substance?
devlin
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Posted: 11th Feb 2018 19:11 Edited at: 11th Feb 2018 19:14
first try using mask in substance

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Earthling45
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Posted: 12th Feb 2018 04:52
Two export presets for Gameguru.
place them in documents/allegorithmic/substance painter/shelf/export-presets



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devlin
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Posted: 12th Feb 2018 20:01
Big thanks Earthling45
much appreciated . thanks for your time .
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GraPhiX
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Posted: 12th Feb 2018 20:50
Quote: "first try using mask in substance"


that looks awesome
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devlin
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Posted: 12th Feb 2018 22:37 Edited at: 12th Feb 2018 22:40
@ GraPhiX
thanks just learning long way to go yet,
but using mask you don't need colour map or multiple textures.
you can paint using layers then a mask then paint using materials or smart materials in poly select mode.
anywhere on the mesh. so no need for multiple textures,

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