Plasticity to Substance Painter to Blender Workflow Overview

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  • Опубликовано: 3 фев 2025

Комментарии • 10

  • @xylvnking
    @xylvnking 11 месяцев назад +4

    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

    • @ReboundAnimation
      @ReboundAnimation  11 месяцев назад +1

      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?

    • @craigwall6071
      @craigwall6071 10 месяцев назад

      @@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.

    • @JacksSpaceGames
      @JacksSpaceGames 9 месяцев назад +1

      @@ReboundAnimation He meant the Plasticity Bridge for Blender to get the model live into blender. It is awesome!

    • @ReboundAnimation
      @ReboundAnimation  9 месяцев назад

      @@JacksSpaceGames Ah, thanks for the clarification!

  • @BobMuffin-dt8jp
    @BobMuffin-dt8jp 10 месяцев назад +1

    Awsome dude keep up the good work bro

  • @reshen
    @reshen 10 месяцев назад

    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.

  • @randwilliams5552
    @randwilliams5552 10 месяцев назад

    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.