Thanks for that James. I´m on the Substance trial and didn´t know about turning SRGB off or where to plug the grouped maps. That´s fixed my problem. Appreciate it. 👍
So the workflow is something I'm confused on. You create the model(In my case Blender) UV unwrap it and place materials on your model to differentiate different parts on the model Export the FBX to Substance Painter 3D and texture it and export your textures Import to Unreal and texture it
Hi, just a quick question I'm using multiple udims so I'm guessing I need to enable something in unreal because if not the textures look messed up. Would you know what that is?
wish I had the luck you do with materials, I do something like that and it looks like my metal just came out of a hurricane its so wet or the metal wont look like metal at all even though it looks perfectly fine in substance and then hooked up correctly in ue5
Same, I even tried increasing my roughness to max in substance and then lowering the metallic just so I can see something different and then iterate back to what I want to see. Didn't work yet.
I had the exact same issue and I don't know why almost nobody on the internet knows the fix for it... BUT I KNOW THE FIX! Took me so long to figure it out, but the occlusion, roughness, and metallic textures need to have srgb DISABLED (open texture in a new window then the option is on the right side of the screen), and they need to be set to linear color in the material editor (click the texture in material editor and you can see the option on the left side of the screen). When plugging in these textures, ambient occlusion gets plugged in from the red pin, roughness from the green pin, and metallic from the blue pin. This will fix your problem. Your object won't look extra super wet and shiny anymore! Please let me know if this helped you...
Thanks for the video 😊 Is it reasonable to model world-building pieces such as a house and a terrain and import into unreal? Or is it just more reasonable to build in unreal from the start. I really love adobe substance and I really want to build my world there and then be able to go there vr in unreal ..
Thanks for your tutorial. May i have a question about color effect in UE5? I did settings of color like you. But i don't know why the color in UE5 is totally different than in Substance Painter.
Same with me. Followed this tutorial and another one that do the same thing, EXACTLY. There’s not even any question if I did it correctly, and the part of my mess that has a metal color looks nice and flat like brushed nickel in substance painter, but like polished chrome mirror in UE5. Stupid
@@xrcustomizing7102 When you click on the ao roughness metallic map on the material editing screen, you need to change the sampler type to linear color. When you change it, it will look just like you painted it with substance painter. My English may be a little bad, so I'm sorry.
Thanks for that James. I´m on the Substance trial and didn´t know about turning SRGB off or where to plug the grouped maps. That´s fixed my problem. Appreciate it. 👍
Thanks! This fixed a lot of the coloring issues I was having. I really appreciate this tutorial. I'd love to see more advanced ones in the future.
This is to import one single 3D asset? What if you have dozens of different models each with textures :s
So the workflow is something I'm confused on.
You create the model(In my case Blender) UV unwrap it and place materials on your model to differentiate different parts on the model
Export the FBX to Substance Painter 3D and texture it and export your textures
Import to Unreal and texture it
quick and clear, thanks!
My textures dont have any brushes applied to them. Just looks like a smooth colour. Helppppppp!!!!!
Hi, just a quick question I'm using multiple udims so I'm guessing I need to enable something in unreal because if not the textures look messed up. Would you know what that is?
Clear and concise. Perfect! Thanks
It looks drastically different than substance for me. Like a white cloud over everything.
im gay
@@brycegeurts3345 To be honest I used to think I way gay too. Before I went through puberty. Hormones are a strange thing.
wish I had the luck you do with materials, I do something like that and it looks like my metal just came out of a hurricane its so wet or the metal wont look like metal at all even though it looks perfectly fine in substance and then hooked up correctly in ue5
Same, I even tried increasing my roughness to max in substance and then lowering the metallic just so I can see something different and then iterate back to what I want to see. Didn't work yet.
I had the exact same issue and I don't know why almost nobody on the internet knows the fix for it... BUT I KNOW THE FIX! Took me so long to figure it out, but the occlusion, roughness, and metallic textures need to have srgb DISABLED (open texture in a new window then the option is on the right side of the screen), and they need to be set to linear color in the material editor (click the texture in material editor and you can see the option on the left side of the screen). When plugging in these textures, ambient occlusion gets plugged in from the red pin, roughness from the green pin, and metallic from the blue pin. This will fix your problem. Your object won't look extra super wet and shiny anymore! Please let me know if this helped you...
omg lol, i just realized that he goes through this in the video. Nevermind... T_T
@@joshuabermudez2372 THANK YOU SO MUCH!
No changes in settings required for the normal map input?
Please create more videos! Thanks!
Question: If we are using UDIMs, should we use the "PBR Metallic Roughness" export as opposed to the "Unreal Engine 4 packed" export?
Spec ur pc ?
What i can do if a have 4 different map ids ?
Thank you, do you see a need to use any Substance material plug-ins in UE?
What if I have multiple Lamberts instead of one material?
many thanks
u can use normal flatten node .
Thank you!
Thanks for the video 😊 Is it reasonable to model world-building pieces such as a house and a terrain and import into unreal? Or is it just more reasonable to build in unreal from the start. I really love adobe substance and I really want to build my world there and then be able to go there vr in unreal ..
Thanks for your tutorial. May i have a question about color effect in UE5? I did settings of color like you. But i don't know why the color in UE5 is totally different than in Substance Painter.
emissive texture was always not exported.
thanks
How the hell do you do that?! I do the same and still the textures look like crap.
Same with me. Followed this tutorial and another one that do the same thing, EXACTLY. There’s not even any question if I did it correctly, and the part of my mess that has a metal color looks nice and flat like brushed nickel in substance painter, but like polished chrome mirror in UE5. Stupid
@@xrcustomizing7102 When you click on the ao roughness metallic map on the material editing screen, you need to change the sampler type to linear color. When you change it, it will look just like you painted it with substance painter. My English may be a little bad, so I'm sorry.