Product Chat (Early Access) / Substance Painter to MAX - Output template Setup

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Monkey Frog
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Posted: 30th Apr 2022 01:38
Hello! If you happen to use Substance Painter to create materials for use in your GameGuru MAX projects, it's quite easy to set up Substance Painter to export out exactly what you need for GameGuru MAX. Here's a screen grab of my MAX export settings in Substance Painter to help you out:



And a second one for when you require an emission map:



I hope this is helpful to someone.
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ThomasG81
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Posted: 30th Apr 2022 13:57
Fantastic Monkey. I was hoping it was possible to incorporate SP into the GGM workflow.
Great to know
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OldFlak
GameGuru TGC Backer
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Posted: 30th Apr 2022 16:25
You can also use the UE4 Packed preset - works nicely and has the surface already set up.

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Monkey Frog
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Posted: 30th Apr 2022 17:25
Quote: "You can also use the UE4 Packed preset - works nicely and has the surface already set up."


You are correct. Only some minor changes here - the texture names are more in line with what MAX wants (though the importer seems to be pretty lose about this). MAX doesn't use an alpha channel for anything, so the UE4 pack has that extra channel for the base color (again, not a big deal). And my naming convention is a bit simpler. But, you are absolutely correct. Thanks for pointing it out.
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Earthling45
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Posted: 1st May 2022 15:32
Thanks, i'm also curious about the lighting used in Substance.
Those environment maps for lighting really make a difference as to how the model looks, for GG classic i've included the cubemap as an environment but GG Max of course uses realtime lighting.
Monkey Frog
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Posted: 1st May 2022 16:43
Quote: "Thanks, i'm also curious about the lighting used in Substance."


You'll never quite get the same level of lighting in MAX as you can in Substance (or the other PBR creation tools) because they use HDRI images for lighting and color. As you pointed out, MAX uses real-time lighting. But you can come close, with care.
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