I'm really not sure why you can't see it. Are you using the Adobe Dimension shader? Maybe that has something to do with it. And you are using Substance Painter and not Designer right? They are different programs and I guess Designer does not have base color.
hello i have a strange question, because im rookie) im try to texture model from gta v, so when i import a model and work in "material" mode i have wrong and "bugged" shadows on polygons on my model, but if i do this in "base color" mode its okay, but of course i cant paint on models with height, rough, and other advantages of "material" brother, if you can answer on my question, it helps me a lot
@@nguyenling4478 I call them materials, probably because I use Blender to model. But UV maps are also what I would call them I guess. If a model has multiple maps you do the same exact thing here. It will bake each of them. As long as it is all one joined object when brought into Substance Painter.
@@GraveRender Then what should I do if I put them in Marmoset? Beacause Marmoset can add 1 map for each material? I don't know how to say, hope you get my point=))
this is the video i've been looking for! omg you're a savior! Thanks!
Glad it was helpful. ^^
Thanks, very helpful tutorial!
you are my savior
hi i did everything you did at the beginning with baking the mesh but i dont have the base color option only diffuse and the rest.
I'm really not sure why you can't see it. Are you using the Adobe Dimension shader? Maybe that has something to do with it. And you are using Substance Painter and not Designer right? They are different programs and I guess Designer does not have base color.
ok, that's damned clever! thanks for sharing
trying to add the lighting eviroment filter but it doesnt seems to work, i dont see any light at all unless i put it on material mode
You gotta drag an actual environment into the black environment slot that the filter has after placing the filter.
hey, how did you make that _SteelNew Material? is it possible that you could show me this?
Sure. I'll make a video covering custom smart materials soon. :)
hello
i have a strange question, because im rookie)
im try to texture model from gta v, so when i import a model and work in "material" mode i have wrong and "bugged" shadows on polygons on my model, but if i do this in "base color" mode its okay, but of course i cant paint on models with height, rough, and other advantages of "material"
brother, if you can answer on my question, it helps me a lot
I'm sorry but I do not have any experience with GTA V.
Thank you this was so helpful!
does it still works?
Yeah.
Is there a way to bake AO on models using tileable texture? UVs are overlaping so i have no idea.
You could add the tileable texture and then overlay the AO map on top of that.
Hello, I can't find A_SL_texture_only?
You have to make presets manually.
@@GraveRender hello another problem in converter maps 2dviw is not lit in green?
what should I do if I have more than 1 Udim?
I'm not sure what a Udim is. Could you explain?
@@GraveRender I mean the tile? Is that called the tile? I mean more than 1 UV?
@@nguyenling4478 I call them materials, probably because I use Blender to model. But UV maps are also what I would call them I guess. If a model has multiple maps you do the same exact thing here. It will bake each of them. As long as it is all one joined object when brought into Substance Painter.
@@GraveRender Then what should I do if I put them in Marmoset? Beacause Marmoset can add 1 map for each material? I don't know how to say, hope you get my point=))
@@nguyenling4478 I have never used marmoset unfortunately so I am not sure.