Hi, your advice in this video has just fixed my problem! For so long ive been wondering why my textures look so washed out etc when importing to Unreal, you are awesome! thank you so much
I don't use Substance Painter, but this was a great video because I now understand why the metallic things sometimes don't look correct inside of Unreal thanks to this.
Thanks for the video!! Your instructions worked correctly on my 2 meshes. But on the third one, i could uncheck RGB in the ORM but ue5 gave an error (it said "you have to set it to normal") when i try to change sampler type to linear color. What might be the problem?
When you have multiple subtools you'll need to ensure each of them has a different shader on them. Substance will then read them as separate obejcts that each have their own texture set. When you go export, it will export separate textures per set. Hope this helps!
@zeldamen80 you don't need to. If you are using Maya for example, assign a shader to each object, then select them all and export as a single fbx. Import this into painter. Paint every object, export your textures, and then back in Maya assign them to your shaders. Same applies if you're using blender or 3dsmax or cinema.
Don't constrain yourself as just a ZBrush channel :) Feel free to post any other tutorials you deem worthy for public, especialy since all of them are very thorough and informative :)
I have a question. If I'm building a game, I want my imported assets to be in ACES as well. So if I change my *Project settings* under Rendering from sRGB to ACES, so for the example, the whole world (+the sky) becomes an ACES profile, what is my next step? Because by doing that my character's skin which I export looks pink. (and it doesn't in my viewport in SP) - I have an ACES 1.2 OpenColorIO set in my Substance file's viewport, so that's fine - when I change my imported basecolor's map to sRGB (not the checkmark, but the one under the Texture settings by Source Color) they suddenly look good... I don't know if that's the right way to do it
I'm afraid I can't help you out there, over never tried messing around with that stuff and color profiles are tricky at the best of times. Sorry about that!
Do you want to send an image to my email account? One of what it should look like and the other of what's happening. You can find my email address in the about page of this channel.
well done i m wactching you since 2015 you are just created video on zbrush.. but your zbrush video help me alot to improve my skills.. but i tell pls dont stuck at zbrush create tutorial like this, like baking in depth, adding details in zbrush. zremser decimation substance painter marmoset etc....
thanks for your tutorial! The color of the base color texture that I exported from Substance Painter is severely distorted after importing it into UE5. The two look very different. Could there be an issue with my settings? I used the same export settings as the tutorial.
Maybe check that you're keeping the base colour map as sRGB? And plugging it into the Color map in the shader? And that the shader is a standard shader in Unreal?
@@SeanForsythTutorials Yes, it is. i paint a jeans color for mesh. And this color seems in UE5 very funny. And the texture of the Jeans Mesh also worse.
@@zimingpeng8418 Yeah, it might also be that you didn't select the correct settings in Painter when exporting. Did you double check that you have Unreal Engine 4 (Packed) in the Global Settings in Painter?
I dont know how i can fix it but maybe someone can. After exporting from Substance Painter i get about 100 textures and have to change about 14 other materials in unreal Engine. How do i make it so i only have the 3 like in the video? Can i somehow bake them into one giant image?
If you've got about a hundred textures it's because you have several objects inside painter, each with their own set of textures. The way around this is to make sure you only have one texture set inside painter because you only have one object. Obviously for you, this means importing your objects into substance as a single object sharing a single uv space before exporting.
No problem. Just make sure you combine all of your objects into one and assign just one shader to it before exporting from Maya or wherever you are expecting from
I don't understand why use 2, 3 softwares instead of just one? I bet you can do the modelling, materials, texturing, etc.. all straight in UE5 instead of bouncing around different softwares that do the same thing.
Well there are lots of reasons, but it mainly comes down to specialized tools doing specialized tasks. You want to use the best tool for the job, and each of these are much more suited to the task than Unreal itself. Unreal is not really a texturing tool and comes nowhere close to substance painter's toolset. There's also a learning curve, so although it may be possible to do modelling in Unreal, their modelling tools are still in early development and clunky compared to dedicated modeling tools in other apps, so although it might be possible, it's not easier or faster.
Hi, your advice in this video has just fixed my problem! For so long ive been wondering why my textures look so washed out etc when importing to Unreal, you are awesome! thank you so much
Glad I could help!
thanks you sir ! the sRGB modification is a super helpfull tips !
Most welcome!
Great job Sean. I can imagine the pain you went through to figure this out:)
Cheers Eoin!
I don't use Substance Painter, but this was a great video because I now understand why the metallic things sometimes don't look correct inside of Unreal thanks to this.
Glad it was helpful!
Thanks, Much needed this.
Glad it helped!
Huge thanks for this! This is great info. Appreciate it so much
My pleasure!
Awesome content man!!
Cheers!
That really helped with my problem. Thank you for the video
You're very welcome!
Nice and easy tutorial, thanks!
No problem, thanks for watching!
Amazing video, on point. Really helped me with my exam ^^
Glad to hear it!
Thanks! I put my texture perfectly well after your tutorial :)
Glad I could help!
Solved my exact problem, thank you.
Excellent!
One million thanks! I always forget about that and you just solved a problem. Because I forgot about that sRGB box
You're very welcome, thanks for watching!
thanks bro, saved me so much stress
No problem 👍
thanks you very much mate very helpful for beginner who dont learn from 3d school ...like me
You're very welcome!
Thanks for the video!! Your instructions worked correctly on my 2 meshes. But on the third one, i could uncheck RGB in the ORM but ue5 gave an error (it said "you have to set it to normal") when i try to change sampler type to linear color. What might be the problem?
It normally only does that if it detects that it's a normal map, not sure why that might happen though if it isn't. Sorry!
thankyou sir for this important piece of info
Glad it helped!
Just the little detail that needs to be known to set everything right. 🙏
Yeah, it's just remembering all these small things across multiple pieces of software that can be a pain!
Ты меня спас) Спасибо) подписка однозначно!
You're welcome!
Thanks, this was exactly why my materials looked so off!
Glad I could help!
hi, how can you do this when you got multiple subtools for a character for example ?
When you have multiple subtools you'll need to ensure each of them has a different shader on them. Substance will then read them as separate obejcts that each have their own texture set. When you go export, it will export separate textures per set. Hope this helps!
@@SeanForsythTutorials ok thank you, just one last question : and then how can I put all of them back together in one single piece ?
@zeldamen80 you don't need to. If you are using Maya for example, assign a shader to each object, then select them all and export as a single fbx. Import this into painter. Paint every object, export your textures, and then back in Maya assign them to your shaders. Same applies if you're using blender or 3dsmax or cinema.
What about the UV Tiles setting? I'm running into an issue with 4 tiles per channel, and I'm not sure what to do with them in Unreal 5.3
This video should help out: ua-cam.com/video/t-eG2TDU048/v-deo.html
appreciate it sean!
Cheers!
Don't constrain yourself as just a ZBrush channel :) Feel free to post any other tutorials you deem worthy for public, especialy since all of them are very thorough and informative :)
Cheers! Yeah, I ran a poll and 66% wanted me to just stick to ZBrush, but hey, every now and then I might add something else (like this one).
I have a question. If I'm building a game, I want my imported assets to be in ACES as well. So if I change my *Project settings* under Rendering from sRGB to ACES, so for the example, the whole world (+the sky) becomes an ACES profile, what is my next step? Because by doing that my character's skin which I export looks pink. (and it doesn't in my viewport in SP)
- I have an ACES 1.2 OpenColorIO set in my Substance file's viewport, so that's fine
- when I change my imported basecolor's map to sRGB (not the checkmark, but the one under the Texture settings by Source Color) they suddenly look good... I don't know if that's the right way to do it
I'm afraid I can't help you out there, over never tried messing around with that stuff and color profiles are tricky at the best of times. Sorry about that!
@@SeanForsythTutorials no worries. Thanks for the reply!
Hope you get it sorted. @@njofra2306
Great video man. Are you Irish by any chance?
Yes, absolutely. Born and raised.
@@SeanForsythTutorials Awesome, I just started a lv 5 game design course in Dublin.
Ah cool, I'm in Dublin too.
Where are you from?
@@SeanForsythTutorials Living in Town atm really enjoying the course even though it's basic stuff on sketchup and some HTML for the beginning.
Are height maps already included in the 3 texture files?
No but normal maps are.
Thanks Man! One checkbox. Ureal, pun intended
Ha ha, you're welcome!
Mine still looks off. I don't know what to do..
Do you want to send an image to my email account? One of what it should look like and the other of what's happening. You can find my email address in the about page of this channel.
well done i m wactching you since 2015 you are just created video on zbrush.. but your zbrush video help me alot to improve my skills.. but i tell pls dont stuck at zbrush create tutorial like this, like baking in depth, adding details in zbrush. zremser decimation substance painter marmoset etc....
Thanks for the kind words. I'll definitely consider doing other tutorials also. Thanks for watching!
Thank you!
You're welcome!
thanks for your tutorial! The color of the base color texture that I exported from Substance Painter is severely distorted after importing it into UE5. The two look very different. Could there be an issue with my settings? I used the same export settings as the tutorial.
Maybe check that you're keeping the base colour map as sRGB? And plugging it into the Color map in the shader? And that the shader is a standard shader in Unreal?
@@SeanForsythTutorials Yes, it is. i paint a jeans color for mesh. And this color seems in UE5 very funny. And the texture of the Jeans Mesh also worse.
@@zimingpeng8418 Unfortunately, it's very hard to tell without seeing the files.
@@SeanForsythTutorials I see, also thanks! I'm trying to fix it. I guess, probably because of some settings in UE5, for example compression setting.
@@zimingpeng8418 Yeah, it might also be that you didn't select the correct settings in Painter when exporting. Did you double check that you have Unreal Engine 4 (Packed) in the Global Settings in Painter?
why not chose UE5 unpacked?
Yep, that's pretty much the same, in fact it saves you having to turn off Emmissive if you're not using it. Thanks for mentioning it.
life saver
Glad it helped!
Incredible, thank you so much 🙏
You're welcome!
Thank you so much
You're very welcome
I dont know how i can fix it but maybe someone can. After exporting from Substance Painter i get about 100 textures and have to change about 14 other materials in unreal Engine. How do i make it so i only have the 3 like in the video? Can i somehow bake them into one giant image?
If you've got about a hundred textures it's because you have several objects inside painter, each with their own set of textures. The way around this is to make sure you only have one texture set inside painter because you only have one object. Obviously for you, this means importing your objects into substance as a single object sharing a single uv space before exporting.
Well that sounds right. Thank you!@@SeanForsythTutorials
No problem. Just make sure you combine all of your objects into one and assign just one shader to it before exporting from Maya or wherever you are expecting from
Just use usd export man.
Never even tried it!
I don't understand why use 2, 3 softwares instead of just one? I bet you can do the modelling, materials, texturing, etc.. all straight in UE5 instead of bouncing around different softwares that do the same thing.
Well there are lots of reasons, but it mainly comes down to specialized tools doing specialized tasks. You want to use the best tool for the job, and each of these are much more suited to the task than Unreal itself. Unreal is not really a texturing tool and comes nowhere close to substance painter's toolset. There's also a learning curve, so although it may be possible to do modelling in Unreal, their modelling tools are still in early development and clunky compared to dedicated modeling tools in other apps, so although it might be possible, it's not easier or faster.
mine is showing as Virtual Color not color
Sounds like you're using Virtual Textures. That's a whole other thing, but if you Google it you might find the answer. Sorry I can't be of more help.