Use the blender bridge addon!!! It makes things so much easier, it adds seams and sharps and generally gives better results. I use it all the time while working to make sure that what i'm doing in plasticity will translate into good refaceted topology. Good practise to triangulate the model before texturing and using that same model to import elsewhere, and using the triangulation modifier is the easiest way to do this. CTRL SHIFT T is the hotkey to import a texture set into the blender shader I believe
This seems like an interesting option. (I'm assuming you are referring to the one on Blender Market: blendermarket.com/products/pbr-bridge) That said, I don't see a UV unwrap feature. Does it have any feature for automatically unwrapping?
@@ReboundAnimation Plasticity provides it's own Blender bridge and its awesome. And there is a third party bridge between Blender and substance painter. Developer name is Xolotl (wierd name, great product). The Xolotl bridge works to communicate the model from Blender and setup the correct channels, and also to send the finished material back. One click each way. The plasticity bridge to blender is a no-brainer. Free. Great features.
Thanks for the video! I think quad topology only matters for two reasons - if you’re deforming the asset, or you’re trying to avoid aliasing by having axis aligned polygon UVs. If not, n-gons are great and you’re right that it saves a bunch of time.
Don't use Metal Edge generator as is. Always add fills, masks, and filters, then add a paint layer to selectively add it where needed by hand. I should never be able to see your UV seems in your final work.
Use the blender bridge addon!!! It makes things so much easier, it adds seams and sharps and generally gives better results. I use it all the time while working to make sure that what i'm doing in plasticity will translate into good refaceted topology.
Good practise to triangulate the model before texturing and using that same model to import elsewhere, and using the triangulation modifier is the easiest way to do this.
CTRL SHIFT T is the hotkey to import a texture set into the blender shader I believe
This seems like an interesting option. (I'm assuming you are referring to the one on Blender Market: blendermarket.com/products/pbr-bridge)
That said, I don't see a UV unwrap feature. Does it have any feature for automatically unwrapping?
@@ReboundAnimation Plasticity provides it's own Blender bridge and its awesome. And there is a third party bridge between Blender and substance painter. Developer name is Xolotl (wierd name, great product). The Xolotl bridge works to communicate the model from Blender and setup the correct channels, and also to send the finished material back. One click each way. The plasticity bridge to blender is a no-brainer. Free. Great features.
@@ReboundAnimation He meant the Plasticity Bridge for Blender to get the model live into blender. It is awesome!
@@JacksSpaceGames Ah, thanks for the clarification!
Awsome dude keep up the good work bro
Thanks!
Thanks for the video! I think quad topology only matters for two reasons - if you’re deforming the asset, or you’re trying to avoid aliasing by having axis aligned polygon UVs. If not, n-gons are great and you’re right that it saves a bunch of time.
Very true.
Don't use Metal Edge generator as is. Always add fills, masks, and filters, then add a paint layer to selectively add it where needed by hand. I should never be able to see your UV seems in your final work.