Thank you so much for this tutorial. A client asked for a 3D model of a gun and It's the first time I have any contact with the world of SecondLife, I could do photorealistic textures but not achieve the texture look of SL. Your two sided environment, shader and output options really helped me achieve what the client needed. Legend!
OMG your two-sided environment is an absolute life-saver!! Hours and hours of struggles were just wiped away. Thank you so much! I truly hope you're planning a video on texturing metals to look shiny and cool in SL, but meanwhile this has been a game changer for me, thanks!
Glad it was useful! And I will add that suggestion to my to do list. And it will be easier than ever once they drop the PBR update for real. Can't wait for that.
hiii new to SP for SL, for exporting I don't have the options you do or even to start new i'm not sure what version I have but boy it's confusing! but your video is informational i am able to follow through but for start new and export my options are a tad different
It would be helpful to also address the Alpha component of the bitmaps as SL's Blinn materials can use the channel for various effects. You can output BW maps into those channels to bake these properties into the appropriate texture maps to get the most of them to combine multiple material types onto the same map. Diffuse alpha can control transparency in a few different ways as well as the emissive value Normal alpha controls the specular glossiness value Specular alpha controls the Environment reflectivity value
well all this is like dif language to me but i want to learn how to do this b/c i have such a big problem with making tattoos coming over the solder to the chest and the neck on ps
Thanks for making this sL specific . . . and thanks for the 2 sided panorama :) I've tried to set my shader settings to 'adobe dimension' but it's not there, any idea where I can get it and how to install it? Cheers again.
Is it possible to make a tattoo with perfect align and no seam (from front and back) with this program? I've tried to do it with photoshop but I couldn't do it, if this program can do it a tutorial would be nice. thanks!
Unfortunately I do not have experience with tattoos, but I have made full body clothing suits, and the seems can be apparent at times. There is supposedly a trick with "UDIM" that makes it seamless tough. I just don't know how to use that yet. If I figure it out, I'll post a video! :)
I'm not sure why it would just come out blank if you are using my exactly export setting. Are you looking at the model in the material view when exporting?
How do you get into Adobe dimensions as a start-up template? My substance painter is not displaying it as an option and its the most up-to-date version.
The Adobe Dimension shader came in older versions of Substance. You can replace it with pbr-metal-rough without any problems, it gives the same result.
@@GraveRender Not for newer versions of the application. Lucky I remembered that I had made a backup of my resources folder. Thanks a lot anyway, nice video. I had thought about remodeling this panorama environment, but I ended up not doing it. I tested yours and approved, it will be my new environment from now on. Thank you for sharing.
Lightness of the exports can be adjusted using the environment settings. Grave has supplied a link to his double sided environment map which is black and white and also his settings for exporting textures from Substance. Using the "Panorama_2_sided2.exr" environment you should adjust the light with the environment exposure setting. A little experimentation with that setting should give you the lightness that you are aiming for.
Год назад+1
A basic doubt, is this "Substance Painter" that you are using the same "Adobe Substance 3D Painter"?
@@GraveRender Hi, sorry I'm actually totally new with all things sp. So that may be why I thought something is missing. When you mentioned dimensions I was like whaaa? What's that? Also how did you make those masks? And the parts you said you weren't getting into I'm like bro get into it don't be shy. Lol 😂
@The Mighty Ginkgo Ah sorry! Haha. I guess I could have made things a bit more in depth on the actual texturing part and not just the fundamentals. I do have a video up, my mos recent one, that might help you. It talks about masks.
This woman went bonkers on me for asking a question about a messed up body she made for sl but now on here critiquing someone else’s videos talking about something being missing. I thought she quit sl since this is a sl related vid. I do know how to do what she’s asking tho 😂😂😂
Thank you so much for this tutorial. A client asked for a 3D model of a gun and It's the first time I have any contact with the world of SecondLife, I could do photorealistic textures but not achieve the texture look of SL. Your two sided environment, shader and output options really helped me achieve what the client needed. Legend!
OMG your two-sided environment is an absolute life-saver!! Hours and hours of struggles were just wiped away. Thank you so much! I truly hope you're planning a video on texturing metals to look shiny and cool in SL, but meanwhile this has been a game changer for me, thanks!
Glad it was useful! And I will add that suggestion to my to do list. And it will be easier than ever once they drop the PBR update for real. Can't wait for that.
@@GraveRender is there an ETA on that?
Thank you so much for sharing this video, trying to learn Substance Painter for my mesh. love your channel as well.
Thank you.
This solves the exact problem I was having. Thank you.
Good to hear!
I would love to see the setup for the 'A_SL_Emissive'' output template shown in the list of the screenshot you helpfully provided. Any chance of that?
Good idea. I'll make a video covering emissive glow texturing soon. :)
Hi can you please make a video of how to create that output template? Ive never done this before and its hard to figure out how to setup that preset.
Good idea. I'll make a video covering setting up custome exports soon! :)
Thank you for the video !!
Very welcome.
hiii new to SP for SL, for exporting I don't have the options you do or even to start new i'm not sure what version I have but boy it's confusing! but your video is informational i am able to follow through but for start new and export my options are a tad different
I'm using a bit of an older version, but I guess you can find the shader online? Some of the comments here have the info on that.
It would be helpful to also address the Alpha component of the bitmaps as SL's Blinn materials can use the channel for various effects. You can output BW maps into those channels to bake these properties into the appropriate texture maps to get the most of them to combine multiple material types onto the same map.
Diffuse alpha can control transparency in a few different ways as well as the emissive value
Normal alpha controls the specular glossiness value
Specular alpha controls the Environment reflectivity value
Good idea. I'll make a video covering alphas soon.
u the best bro
Thank you so much for this tutorial👍👍
DAMN THAT'S A DESCRIPTIVE TITLE. HELL YEAH
YEEEAAAH BROTHER
well all this is like dif language to me but i want to learn how to do this b/c i have such a big problem with making tattoos coming over the solder to the chest and the neck on ps
How do you make the A-SL_Default?
how did you make the two sided panarama?
Yopu take an environment and duplicate it, put it next to itself, and flip it. Or don't flip it. Can get all kinds of different results.
Now make some in-world PBR materials :^)
Thanks for making this sL specific . . . and thanks for the 2 sided panorama :) I've tried to set my shader settings to 'adobe dimension' but it's not there, any idea where I can get it and how to install it? Cheers again.
ahhh, just read down a few comments and saw I can use 'pbr-metal-rough' as a shader setting with the same results ...thumbs up... :)
How do you get secondlife on substance ?? Everytime I export it doesn't say secondlife
Is it possible to make a tattoo with perfect align and no seam (from front and back) with this program? I've tried to do it with photoshop but I couldn't do it, if this program can do it a tutorial would be nice. thanks!
Unfortunately I do not have experience with tattoos, but I have made full body clothing suits, and the seems can be apparent at times. There is supposedly a trick with "UDIM" that makes it seamless tough. I just don't know how to use that yet. If I figure it out, I'll post a video! :)
@@GraveRender nice! thanks!
@
GraveRender how do you add the presets ??
Thank you
Welcome! :)
Hello, the drive link don't work anymore and the discord link also don't work anymore
i tried to set up the output template like you did but it exported the specular map as just a blank grey map. am i doing something wrong?
I'm not sure why it would just come out blank if you are using my exactly export setting. Are you looking at the model in the material view when exporting?
How do you get into Adobe dimensions as a start-up template? My substance painter is not displaying it as an option and its the most up-to-date version.
I am not sure. Mine came with it by default.
The Adobe Dimension shader came in older versions of Substance. You can replace it with pbr-metal-rough without any problems, it gives the same result.
Thank you so much for sloothing out that information!
Hoe much do you charge for second life texture work. like a top and bottom tattoo?
Sorry but I am not much of a tattoo artist.
Hi Dude nice video. Where can I find this Adobe Dimension shader? Or maybe you can share it please?
Hey there. It's a default shader. Or should be. I did not have to add it.
@@GraveRender Not for newer versions of the application. Lucky I remembered that I had made a backup of my resources folder. Thanks a lot anyway, nice video. I had thought about remodeling this panorama environment, but I ended up not doing it. I tested yours and approved, it will be my new environment from now on. Thank you for sharing.
@@danielkendz665 No problem!
im having the same issue. i dont have the adobe dimension shader. is there a work around?
Why are the textures are so much darker when exporting to second life. I don't get it. U can't achieve the look that you see in substance painter.
Lightness of the exports can be adjusted using the environment settings. Grave has supplied a link to his double sided environment map which is black and white and also his settings for exporting textures from Substance. Using the "Panorama_2_sided2.exr" environment you should adjust the light with the environment exposure setting. A little experimentation with that setting should give you the lightness that you are aiming for.
A basic doubt, is this "Substance Painter" that you are using the same "Adobe Substance 3D Painter"?
Sort of. I use a version of it from before Adobe took over I believe.
Hmmm, I guess this is a good tutorial.. but it feeels like theres some steps missing.
What would you like me to cover? Always interested in new video ideas.
@@GraveRender Hi, sorry I'm actually totally new with all things sp. So that may be why I thought something is missing. When you mentioned dimensions I was like whaaa? What's that? Also how did you make those masks? And the parts you said you weren't getting into I'm like bro get into it don't be shy. Lol 😂
@The Mighty Ginkgo Ah sorry! Haha. I guess I could have made things a bit more in depth on the actual texturing part and not just the fundamentals. I do have a video up, my mos recent one, that might help you. It talks about masks.
This woman went bonkers on me for asking a question about a messed up body she made for sl but now on here critiquing someone else’s videos talking about something being missing. I thought she quit sl since this
is a sl related vid. I do know how to do what she’s asking tho 😂😂😂
pAint