Quote: "Now i know i can't produce textures with all the "shiny" that Substance Painter can produce for PBR textures, i understand and accept this limitation, however what i would like to do is to be able to put say a metal texture onto an object, and then export the combined output as a basic image texture, a normal map, and a specular map, like it shows in the texture preview, so i can use them in GameGuru.
Is this possible?
"
Yes.
If the tool is new for you , you can follow some video starter tutorials to know how the tool works about basics
Its' a fantastic tool.
Quote: "
If so can anybody give me a step by step of the work flow, what i need to know mainly is:"
1) import your 3D object already UVmapped in Substance
2) create for example a "fill layer" and drop a material like metal to fill the whole object as a starting base
3) Start painting using available materials as you wish ( add details with masks , use subtsance effects generators like the erosion or scratches etc ...)
4) Choose to export all textures maps using the good basic preset : diffuse,normal, roughness, metallic
5) Diffuse and normal map are directly usable, but you must manually use a painting software to create the specular map for GG.
In a painting program open the roughness and adjust grey levels to make it look good in GG (adjusting grey levels is easy using sliders like on Gimp2)
Most of the time roughness is the most appropriated, but you can combine Roughness and metalness textures using layers and adjusting their level.
It's experimentation you make until you find it looking good in GG, once you'll have done it some times, you'll feel more at ease to make the specular map.
Quote: "
1. Are there any add-ons i will need for this? If so, where can i get them, and how do i install them?"
I am not aware of addons to make specular because specular maps are really different from the modern rendering.
Quote: "2. When i start the new project, which settings so i need to start with?"
Check you are working in the standard : roughness/Metlaness and choose the right textures size you want
Quote: "3. When i import a model, which settings do i need to import with?"
An UV mapped model that's all you need, it accepts obj and FBX if i am not wrong.
Quote: "4. Are there any settings between importing the model and exporting the texture i need to change?"
You can import a premade diffuse or normal map, and also import a specular map as roughness and start from here.
But after exporting your textures, you'll have to tweak roughness tomake your GG specular map ad the results you see in Substance Painter 2 are physically based rendering.
Quote: "5. When i export the textures, which settings do i need to use?"
The standard export preset : diffuse,normal,roughness, metalness. And tweak manually roughness to make the specular or combine the metalness.
You can try the other preset : Glossiness-specular export instead of roughness-metalness , but this don't change lot of things as you still have to tweak the maps to make your GG specular.
I have already used that workflow for tests on 3D engines that didn't had modern rendering support like Physically based GGX, and this is the way i used to get the most closer possible to Substance Painter work.
But you'll be a little demoralised seeing your great work on Substance Painter not looking like a great in GG lol
I hope it helps.