Preparing Models for Substance 3D Painter in 3DS Max | Adobe Substance 3D

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  • Опубліковано 26 гру 2024

КОМЕНТАРІ • 19

  • @uskokavopic
    @uskokavopic 2 роки тому +17

    that's nice, but it would be better if you showed how to import the texture back to the model in 3dsmax

  • @katana2665
    @katana2665 2 місяці тому

    Very helpful. Thank you.

  • @AlexTsekot
    @AlexTsekot 2 роки тому +5

    I you have a multimaterial in max that contains your ids they will all bake out incorrectly as just red in painter, unless you change the material type to "Legacy". Its really annoying, I hope this gets fixed.

    • @Substance3D
      @Substance3D  2 роки тому +3

      Yes even during the making of this video we noticed a few issues with baking ID's re. hierarchy. Devs are aware, it's being worked on!

    • @user-qu6xf6gl7r
      @user-qu6xf6gl7r 2 роки тому +7

      THANK YOU, I was going insane trying to make my IDs bake in Substance. Couldn't find an answer anywhere. 3ds legacy material is the answer.
      For anyone else having this problem: in 3ds max, in the material editor, press O to open the map browser. Click the drop down arrow and enable "show incompatible". Then use apply Standard (Legacy) materials to your mesh. These will carry through to Substance's ID baker in the fbx that you export.

    • @whiteakers
      @whiteakers Рік тому

      @@user-qu6xf6gl7r these are the exact details a tute like this should have. 3D can be so exhausting sometimes

    • @arnobax7953
      @arnobax7953 Рік тому

      Still the same issue in max, freaking annoying. Better take contact with autodesk.@@Substance3D

  • @bobgratton2986
    @bobgratton2986 10 місяців тому

    in the vertex paint color palette, when I want to change a new color that im adding, i set the color and press ok and it puts it back to black all the time. I can't create a color palette. Seems like a bug or something, do you know anthing about this ?

  • @Ruy_Rios
    @Ruy_Rios Рік тому

    Thank you!

  • @gayatribongarala1162
    @gayatribongarala1162 Рік тому

    Thanks, this was helpful to me.

  • @MrAsag
    @MrAsag Рік тому +1

    mid level of displacement texture in painter is 0.5
    so the gray color is 0.
    but how I can change the mid level to 0 value, with is black is 0?

    • @Xoliul
      @Xoliul Рік тому +1

      you need HDR texture for that, to be able to go negative. It's not common to use HDR textures for simple heightmaps, hence no default. But I think you can export as HDR and it would work..

  • @TheTimeProphet
    @TheTimeProphet 9 місяців тому

    Detaching objects in Max is bad. In substance painter you end up with hundreds of separate texture maps. I keep my model as a whole, but I make separate max file where I split them up into colours. I then render a colour map for masking and I use these masks in substance painter. I use the model that I kept whole though.

  • @edingacic546
    @edingacic546 Рік тому +1

    How do you export textures back to 3dsmax?

    • @Substance3D
      @Substance3D  Рік тому +1

      Just File > Export Textures.
      Easy way is to export as SBSAR file format and use the 3DS Max integration, otherwise pick the render engine preset, export as PNG and load textures individually.

  • @francivalter-aeroartes
    @francivalter-aeroartes 2 роки тому

    Preparing Models for Substance 3D Painter in zbrush poden fazer video sobre como fazer no zbrush.

  • @branimirpodboj
    @branimirpodboj 2 роки тому

    Make one for Foundry Modo

  • @SantoSVD98
    @SantoSVD98 2 роки тому

    Do It for C4D please

  • @leclerc_1652
    @leclerc_1652 2 роки тому

    Why don't you have fusion 360? That is better