I'm using Painter almost for 10 years now and every single time I learn something new from your videos. Thanks for a decade long stream of awesome content!
Thank you, Wes! Those are great tips. I've been with you since those early SD5 days (2014-2015?) and somehow I still learn something new from you on every single video! hahaha Learning substance at that time was literally life changing for me and I really appreciate all your hard work. :)
Thank you for another great tutorial today. While watching this video, I just realized that the 'Tip 3 Drag and Drop' feature exists in Substance Painter. It's very helpful information for someone like me who always struggles with importing and searching for the desired texture with a puzzled look. I appreciate that you consistently learn and easily share your knowledge. The other tips are also very useful and provide information that is easy to apply! Now, I no longer have to grumble about height or scream in frustration after bringing in the wrong file, as I don't have to go back to Maya to fix normal maps and redo UVs. It's a very happy day for me. Thanks to you! Thank you, Wes McDermott!☺☺☺
Thank you very much! I greatly appreciate you taking time to let me know the tutorials are helpful. That really was uplifting to read and made my day! Thank you : )
Thank you for sharing those tips. I particularly love the last one, fixing normal map issues. I've been looking for a solution like this for ages. Thank you so much.
this is sooo useful!! 1. I never used autowrap feature... so I didn't know we could repack existing UVs, this is really helpful. Though we need export the mesh with new UVs, which may not be very helpful for game assets which all different LODs etc. But it is very useful for other cases. 2. I had no idea!! I noticed the difference but I didn't know the reason. I think Substance should make high or very high as default. 3. Very useful... always use it for decals, logos etc. 4 & 5. I am kinda happy that I figured these 2 myself and I use it almost every project.
So glad you liked the video! Yeah, we should definitely change that SPP setting to something higher. You can create your own templates so that when you startup Painter and use your template it will save all settings for display, shader and bakers.
Thanks! Looking to make some more tutorials like this. I like watching short and right to the point videos myself as time is always super limited at work. I think I can make more like this.
Bravo and thank you so much. Very clear tips! If one day you planned to make a quick series of tutorials to start correctly a mesh texturing (which layer in first? For example and some tips to get some grunge effect, anchor points, and how to project a logo, for example) maybe as a playlist? Please let us know! We would be very interested.
First one I never used (I keep my UVs at maximum possible TD) but it's kinda neat specially when I am moving to blender (from Maya) where the UV toolset is bare minimum and quite terrible, comparative to Maya and Max. I'll be using some plugin or RizomUV I guess.
I think it's just to keep performance in check for base hardware. Higher SPP values will take more GPU resource but with a decent GPU it won't be an issue.
@@wes.mcdermott that makes sense. Do you know if there's a config file somewhere to edit the default asm shader parameter settings? Assuming it's sitting in somewhere in something like lib-utils.glsl - I couldn't track it down but I'm not a tech artist haha. I've definitely spent a lot of time tweaking roughness values to match closer to substance viewport it's actually a huge productivity boon, thanks for the tip.👍
That is terrible for it to go this long. I hate that I let it fall off my radar. Can you detail what you mean with backing in zbrush to use in Painter?
Thank you sir, i found that the AUto UV Unwrap has a big issue, because you need export that mesh, too otherwise your UV Map is destroyed. You cannot use Auto UV Unwrap and put it on your 3D Max Mesh. That you should mention it, too. thanks sir. Correct me if im wrong
Please do a tutorial on baking in substance painter. Mostly I get weird normal map on uv seams I mean always a hard viable seam exactly at my Uv shell cuts/seams How to solve this thing ?
To avoid a seam, anywhere you have a hard edge (smoothing split) you need to have a corresponding UV split with padding. I will look at making a video for this in the future.
Wonder IF you can do it faster, to follow you better... ;) Let say this video is 4.55 - so shrink it to 1.08 would be better to understand your moves...
i would NEVER use painter for packing materials, you can easily take the time to unwrap and pack in blender. painter creates some questionable results and with free rotation you end up with islands that arent at 90 degree rotations leading to jagged pixels when texturing
I'm using Painter almost for 10 years now and every single time I learn something new from your videos.
Thanks for a decade long stream of awesome content!
Thank you much! Same here! Using it since beta and learning new stuff all the time. Really appreciate all your support. Thanks much!
The last tip was really useful. Thanks.
Glad it was helpful!
Thank you, Wes! Those are great tips.
I've been with you since those early SD5 days (2014-2015?) and somehow I still learn something new from you on every single video! hahaha
Learning substance at that time was literally life changing for me and I really appreciate all your hard work. :)
That is awesome! Thank you so much :) I really appreciate your support.
the last tip is a god tier pro tip thank you sm
Thanks!
Thank you for another great tutorial today. While watching this video, I just realized that the 'Tip 3 Drag and Drop' feature exists in Substance Painter. It's very helpful information for someone like me who always struggles with importing and searching for the desired texture with a puzzled look. I appreciate that you consistently learn and easily share your knowledge. The other tips are also very useful and provide information that is easy to apply! Now, I no longer have to grumble about height or scream in frustration after bringing in the wrong file, as I don't have to go back to Maya to fix normal maps and redo UVs. It's a very happy day for me. Thanks to you! Thank you, Wes McDermott!☺☺☺
Thank you very much! I greatly appreciate you taking time to let me know the tutorials are helpful. That really was uplifting to read and made my day! Thank you : )
Thank you for sharing those tips. I particularly love the last one, fixing normal map issues. I've been looking for a solution like this for ages. Thank you so much.
Glad it was helpful!
Thank you Mr McDermott. Appreciate your videos. Never knew I could just drag a texture into my viewport. Always went through the import process.
Glad to help! Thank you
this is sooo useful!!
1. I never used autowrap feature... so I didn't know we could repack existing UVs, this is really helpful. Though we need export the mesh with new UVs, which may not be very helpful for game assets which all different LODs etc. But it is very useful for other cases.
2. I had no idea!! I noticed the difference but I didn't know the reason. I think Substance should make high or very high as default.
3. Very useful... always use it for decals, logos etc.
4 & 5. I am kinda happy that I figured these 2 myself and I use it almost every project.
So glad you liked the video! Yeah, we should definitely change that SPP setting to something higher. You can create your own templates so that when you startup Painter and use your template it will save all settings for display, shader and bakers.
informative, quick and too the point. We all need more information provided like this. Thanks Wes
Thanks! Looking to make some more tutorials like this. I like watching short and right to the point videos myself as time is always super limited at work. I think I can make more like this.
Thank you for sharing wes. The shader quality setting seems like something that should be a default setting
Yeah, indeed :) You can create your own templates for projects. I think I will make a video on this : )
the roughness has been giving me so many issues - finnnaaally someone telling me what the issue was! Thanks!@@wes.mcdermott
Awesome! Thanks for that. Great respect for you, Wes, for always delivering quality information.
Glad you enjoyed it!
The last trick almost knocked my jaw off, never thought it could be done!
Thanks! So glad you liked the video
Bravo and thank you so much. Very clear tips! If one day you planned to make a quick series of tutorials to start correctly a mesh texturing (which layer in first? For example and some tips to get some grunge effect, anchor points, and how to project a logo, for example) maybe as a playlist?
Please let us know! We would be very interested.
Great idea! This could be a series on texturing a prop
@@wes.mcdermott I totally agree! It would be so appreciated!
Thank you very much sir, it's very informative❤❤❤ please make more related to substance painter
Thanks for the tips Wes, looking forward to the next one.
More to come!
I love Wes's tutorials
Thank You!
First one I never used (I keep my UVs at maximum possible TD) but it's kinda neat specially when I am moving to blender (from Maya) where the UV toolset is bare minimum and quite terrible, comparative to Maya and Max. I'll be using some plugin or RizomUV I guess.
Yeah I use it when I don't want to mess with UVs. Usually always do my own UVs but there have been several times this was a big time saver.
Thanks for sharing Wes. Very informative video
Tip #3 is ultra-useful.
Always super helpful and amazing tips, Wes! Very appreciative of your videos and all you're help!
Glad you like them!
Thank you very much, Sir!
You are welcome!
nice nice nice! , keep em coming
Thanks! Will do!
Great video!
Thanks!
Thank you! Appreciate these new tutorials!
Glad you like them!
Thanks Wes. I love your tuts
Thanks much!
nice tips. dragging in a texture from my computer didn't seem to work for me, but dragging from the library did. maybe my version is too old
The drag and drop is in a newer version of Painter. It released earlier this year I think in Feb 2024.
Amazing, thanks for the tips!
You bet!
Thanks man ! Appreciated
No problem!
Great tips, Thank you very much.
Glad it was helpful!
that last one will be helpful
Thank you so much sir
Thank you for your video!
You are welcome!
good tut
I didn't know about #2 thanks! Why isn't it higher by default?
I think it's just to keep performance in check for base hardware. Higher SPP values will take more GPU resource but with a decent GPU it won't be an issue.
@@wes.mcdermott that makes sense. Do you know if there's a config file somewhere to edit the default asm shader parameter settings? Assuming it's sitting in somewhere in something like lib-utils.glsl - I couldn't track it down but I'm not a tech artist haha. I've definitely spent a lot of time tweaking roughness values to match closer to substance viewport it's actually a huge productivity boon, thanks for the tip.👍
I've been using Painter for YEARS and I had no idea you could change the layers dialog to normal ect.
Thanks
You're welcome!
@Wes You ever going to do that video on backing in Zbrush to use in substance painter. Think you mentioned it about 9 months ago.
That is terrible for it to go this long. I hate that I let it fall off my radar. Can you detail what you mean with backing in zbrush to use in Painter?
Thank you sir, i found that the AUto UV Unwrap has a big issue, because you need export that mesh, too otherwise your UV Map is destroyed. You cannot use Auto UV Unwrap and put it on your 3D Max Mesh. That you should mention it, too. thanks sir. Correct me if im wrong
Yes, that is right, you need to then export that mesh from Painter to use in your 3D program.
Please do a tutorial on baking in substance painter.
Mostly I get weird normal map on uv seams
I mean always a hard viable seam exactly at my Uv shell cuts/seams
How to solve this thing ?
To avoid a seam, anywhere you have a hard edge (smoothing split) you need to have a corresponding UV split with padding. I will look at making a video for this in the future.
Wonder IF you can do it faster, to follow you better... ;) Let say this video is 4.55 - so shrink it to 1.08 would be better to understand your moves...
Thanks for the feedback : )
❤
Does the samples per pixel change to very high affects performance?
Yes, it will. You don't need a monster GPU, but higher settings can slow down performance in the viewport.
What mac are you using?
I am on a Macbook Pro M2 Max.
Repack looks like it angled your islands and that produces jaggies so I don’t use it
i would NEVER use painter for packing materials, you can easily take the time to unwrap and pack in blender. painter creates some questionable results and with free rotation you end up with islands that arent at 90 degree rotations leading to jagged pixels when texturing
Yeah agree. It's saved me time in some cases. You can also set the rotation so that you don't get those 45 degree rotations.