For anyone not getting the AO map from the new normals, all you have to do is remove the HP mesh from the bake options and then bake the AO. Hope it helps.
I was having trouble. While baking with the new Normal map I was getting no results. I was able to fix this by starting a new scene and only importing the normal. No other maps were in the scene. I think Substance looks for the old curvature and AO if you have them.
When I import the new normal map and try to bake out other new maps from it, I don't get new detail - it keeps using the original normal map to bake. I tried putting the new normal map into Texture Sets and it display properly on screen, but I can't bake out new AO/Curvature/etc. from the new normal map. What am I doing wrong?
this is a really nice tutorial on how to get better results. but to me it seems like it's all based on and reliant on the smart material itself to achieve the same result. Do you have any tutorials on how to create and set up smart materials like yours? How to read AO maps or curvature maps and stuff like that. because without those it seems like this results can't be easily achieved
What would be the best way to change the wood underneath without messing up the metal texture? Since you just added the new normal info there wouldn't be an ID map, and selecting polygons would mess with the added high information. Any advice on doing so would be appreciated
Yeah just take the normal or AO map and a uv render into photoshop and paint an ID map over that. AO map should be enough to see what you are painting.
If you do the same proces but with OpenGL Normal, it doesn't work? I was trying for a long time and the only difference was the normal map format. If someone knows something, tell me pls
please help :/ i have problem with my height map.. every time i change height map values, the model shrinks or it blows up. i do exact the same thing as in video at 3:30 .. :(
Hi loving all your alphas and the video is super helpful. Any idea how to go about making my own in blender or maya? I can't seem to render anything out nicely thanks
I tried the reimporting the exported normal with the new height info but when I rebaked my AO and Curvature it's still the same. No added detail. Can someone tell me why that is? Cheers everybody
If you paint directly and then add a generator, your painted details will be overridden. Whereas, if you add a paint layer to the mask, you can move it up and down the stack, have blend modes, etc.
It's about 17 tris since it's just a quickly decimated HP, so it's not really meant as an in game prop, just meant for use as preview/presentation mesh, but yeah it would still be considered low poly.
Great Tutorial and Awesome resources! One thing its not clear...how can you bake a new AO map after you stamp the new detail? Isnt the AO map bake from an existing HP mesh?
Sorry yeah that might deserve an explanation, when you don't have a HP mesh assigned it will bake an AO from the original LP mesh and if you have a normal map assigned it bakes from that as well, I guess for an optimal AO map you should blend the original HP to LP bake with the new detail AO map.
About curvature for the height/normal stamps, the latest version of SP has a filter called Matfx Detail Edge Wear designed for stamped height/normal details. Do you think that filter give good result just like the workflow youv showed for the curvature map? If the answer is 'yes', then the same workflow could be considered somewhat 'obsolete'... or maybe not?
It gives a good result, sadly it is still only for a specific function, for smart materials and other masked based operations you will still need to go through this process. I'm sure they will make this process easier in the future though.
Nice tutorial dude. Is it possible you can make a voiced tutorial? Easier to follow than reading text, sure the text has a good speed but still. Also: Can you show us how to make a 2d design/pattern/alpha in Illustrator or something which then can be used for example in designer or maya or anywhere else as a texture for arnold? or generally as a textures so i can colorize it
i love substance but they really need to work on this, i know we even have anchor points now but even so I cant think of one moment where i wouldn't want my height details to not be picked up by a generator
Tom Cowlishaw exactly! It should be a simple click of a button. It’s such a highly required tool yet it’s hidden away behind about eight different tabs and buttons.
jonas ronn I've been trying to get anchor points to work with height. Can't seem to figure it out. Using your method by now but anchor points sound like the perfect solution. If you find it works a quick vid would be greatly appreciated :) Grabbed up all your brushes alphas and stuff btw. Great work !
Anchorpoints make the exporting height and normalmap export redundant as you say. It is also more efficient because you can now paint height/normal and have your mask generators update in real-time. You have to set up your smart mask the right way though. Check the tutorials on allegorithmics channel!
Height map is a grayscale where white is maximum height and black is minimum, a scalar value for each pixel. Normal map computes the vector direction that is normal to the surface at each pixel and encodes that vector into the color values in the map.
this is old way... export normalmap with new detail.. import it back.. rebake curvature etc (except normalmap of course)... apply smart material... new way is to use anchor point.. just google it
Thanks for the reply, I finaly got down what I brought, I'm mainly into dark age Elder Scrolls'y style of worlds so the shields scrolls etc where a great asset for me and rocks/cliffs I want to get some stone columns like in my early map, I'm thinking theyer better made from mesh's than being part of the hieght-map, www.artstation.com/artwork/AoWYX sorry starting to ramble lol
I personally really like Gumroad, all the tutorials and assets I buy are all available to watch or download in the one place and I can search easily for similar stuff. If it wasnt for it I would also never have stumbled upon Jonas's amazing alpha packs which thanks to substances update just became even more useful!
problem with Gumroad is it's very hard to find things. you can search for keywords but the results only lead to items, not to creators. For some reason they love to hide the creator store links until after you buy something. I like to look at the body of work a creator has made before buying anything.
For anyone not getting the AO map from the new normals, all you have to do is remove the HP mesh from the bake options and then bake the AO. Hope it helps.
Your work looks incredible.
well-played, indeed. many thanks for creating this!
super simple, love it Jonas!
“So to start off I’ll add my favorite SmartMaterial” Cheeky plug haha.
Amazing tutorial, I will be picking up that ornament kit, looks amazing!
honestly, for 6$ a bunch of pretty good alphas is worth a grab.
Wonderfully organized and informative tutorial! Thanks for sharing.
For anyone stumbling on this now, the same can be accomplished through anchors.
for many things, but it has it's limitations.
Fantastic tutorial, thanks a lot!
Very cool... Thank you for sharing!
Beautiful work!
@JROTools, did you autounwrap this with zbrush's uv master, or, how? Thanks.
Sweet...immediately i wanted to create something like that...going to modeling -)
thank you for this tutorial !
Hi, great video man ! but don't forget to bake also the world space normal or it won't work in the latest release of suvstance painter !!
thank so much for this tutorial
whole video of awesomeness.......grt.
I was having trouble. While baking with the new Normal map I was getting no results. I was able to fix this by starting a new scene and only importing the normal. No other maps were in the scene. I think Substance looks for the old curvature and AO if you have them.
I was going through the same problem, thank you very much for posting your solution man !
saved me some time, thanks !
I am bit confused when should we use ao and curvature map? and why is bitmap masking used for?
Thanks for the tutorial
Nice video, nice music :D
very useful ,thank you
When I import the new normal map and try to bake out other new maps from it, I don't get new detail - it keeps using the original normal map to bake. I tried putting the new normal map into Texture Sets and it display properly on screen, but I can't bake out new AO/Curvature/etc. from the new normal map. What am I doing wrong?
Same problem here. I will try to find a solution and post it here.
Found it. All you have to do is remove the HP mesh from the bake options.
this is a really nice tutorial on how to get better results. but to me it seems like it's all based on and reliant on the smart material itself to achieve the same result. Do you have any tutorials on how to create and set up smart materials like yours? How to read AO maps or curvature maps and stuff like that. because without those it seems like this results can't be easily achieved
Greate work!
Thanks!!!
For some reason the curvature doesn't seem to be using my normal map the I imported. Ever run into that issue? I'm using 2018.1.1
never mind just got it to work. made me bake out the world_space_normals in order for it to update the curvature map
What would be the best way to change the wood underneath without messing up the metal texture? Since you just added the new normal info there wouldn't be an ID map, and selecting polygons would mess with the added high information. Any advice on doing so would be appreciated
I usually do ID maps in photoshop, having a custom ID map would be the easiest solution I think
thanks for the reply but how would you go about doing so? perhaps importing the normal into photoshop and painting over to get a rough idea?
Yeah just take the normal or AO map and a uv render into photoshop and paint an ID map over that. AO map should be enough to see what you are painting.
thank you!
If you do the same proces but with OpenGL Normal, it doesn't work? I was trying for a long time and the only difference was the normal map format. If someone knows something, tell me pls
please help :/ i have problem with my height map.. every time i change height map values, the model shrinks or it blows up. i do exact the same thing as in video at 3:30 .. :(
Hi loving all your alphas and the video is super helpful. Any idea how to go about making my own in blender or maya? I can't seem to render anything out nicely
thanks
awesome. thanks.
I tried the reimporting the exported normal with the new height info but when I rebaked my AO and Curvature it's still the same. No added detail. Can someone tell me why that is?
Cheers everybody
same!!
Try rebaking your world normals
hey man just curious why do you use a paint on the mask isn't it the same if you just paint directly in the black mask?
If you paint directly and then add a generator, your painted details will be overridden.
Whereas, if you add a paint layer to the mask, you can move it up and down the stack, have blend modes, etc.
Ok I now I understand thank you so much
how do you create these alphas?
Hello. Is that a low poly mesh? How many polys do you have there? Thanks
It's about 17 tris since it's just a quickly decimated HP, so it's not really meant as an in game prop, just meant for use as preview/presentation mesh, but yeah it would still be considered low poly.
how do you create your alphas can you make a video on that I really wanna know
Hi there! Where have you get these ornament? Its really eye-catching.
Hi you can buy them on my gumroad store - gumroad.com/environmentdesign
Thanks for you information and your replied.
Great Tutorial and Awesome resources!
One thing its not clear...how can you bake a new AO map after you stamp the new detail? Isnt the AO map bake from an existing HP mesh?
Sorry yeah that might deserve an explanation, when you don't have a HP mesh assigned it will bake an AO from the original LP mesh and if you have a normal map assigned it bakes from that as well, I guess for an optimal AO map you should blend the original HP to LP bake with the new detail AO map.
About curvature for the height/normal stamps, the latest version of SP has a filter called Matfx Detail Edge Wear designed for stamped height/normal details. Do you think that filter give good result just like the workflow youv showed for the curvature map? If the answer is 'yes', then the same workflow could be considered somewhat 'obsolete'... or maybe not?
It gives a good result, sadly it is still only for a specific function, for smart materials and other masked based operations you will still need to go through this process.
I'm sure they will make this process easier in the future though.
Gotcha! Thanks Jonas!
if you have a normal map, all the rest of the maps can be baked from the normal map only. just make sure to un-tick the normal map box.
Usfull super thanks
Nice tutorial dude.
Is it possible you can make a voiced tutorial? Easier to follow than reading text, sure the text has a good speed but still.
Also: Can you show us how to make a 2d design/pattern/alpha in Illustrator or something which then can be used for example in designer or maya or anywhere else as a texture for arnold? or generally as a textures so i can colorize it
i love substance but they really need to work on this, i know we even have anchor points now but even so I cant think of one moment where i wouldn't want my height details to not be picked up by a generator
I find anchor points a stupidly over complicated way of doing it too... So many clicks just to get it to work...
Tom Cowlishaw exactly! It should be a simple click of a button. It’s such a highly required tool yet it’s hidden away behind about eight different tabs and buttons.
Perfect
anchors to the resque
So does the new anchor point system make the step of exporting that normal map from height channel adjustments redundant now?
still looking in to it a bit on how it works directly with smart materials, but for now it looks like a good alternative.
jonas ronn I've been trying to get anchor points to work with height. Can't seem to figure it out. Using your method by now but anchor points sound like the perfect solution. If you find it works a quick vid would be greatly appreciated :)
Grabbed up all your brushes alphas and stuff btw. Great work !
Anchorpoints make the exporting height and normalmap export redundant as you say. It is also more efficient because you can now paint height/normal and have your mask generators update in real-time. You have to set up your smart mask the right way though. Check the tutorials on allegorithmics channel!
I am wondering what program Bethesda used in Skyrim to make the details in the armor, shields, and weapons.
hm skyrim was a bit before software like substance painter became mainstream, I think they either sculpted it or created them directly in PS
Probably Mari.
WHERE CAN I DOWNLOAD YOUR SMART material or buy it
gumroad.com/environmentdesign
Doesn't work for me, idk if i'm doing something wrong :(
What kind of problem are you having?
@@JROTools I put other smart material and then worked. haha Thanks anyway :3
@@johnny5703 Do you mean they work now? or just that other smart materials are working? sorry just double checking.
@@JROTools it's working now, i guess the problem was the smart material i created, i'm just newbie on substance painter xD
what is the diference between normal and height?
To put it simply height changes the actual geometry, normal is faked geometry done by lighting calculations,
Great tutorials but music is awesome. What's music name?
In the description :)
what's the difference between the height and normal??!@
Douk_a normal is changes the lighting in angled directions,height changes the lighting in up or down directions
Height map is a grayscale where white is maximum height and black is minimum, a scalar value for each pixel. Normal map computes the vector direction that is normal to the surface at each pixel and encodes that vector into the color values in the map.
Thou art too grand for thy world.
If I could do half the stuff you could do in SP 2....
One can only dream.
Please turn on your curser next time
I would've appreciate some audio dialogue explaining things.. especially if you're going to pay to advertise this to me. Good tutorial other then that
this is old way... export normalmap with new detail.. import it back.. rebake curvature etc (except normalmap of course)... apply smart material... new way is to use anchor point.. just google it
Substance painter is a powerful program, but by God, it is so confusing with its hundreds of ways to do one and a same thing
LOL! I just found out that Dreler Drone is a troll. He has made a habit of putting down software in other posts.
How come how commentator? :(
tutorial is good but BOOOOOOORING
Thank you for the feedback.
not working sorry
what isn't working?
Get rid of Gumroad it bloody nightmare to use
Hope to have a better alternative soon.
Thanks for the reply, I finaly got down what I brought, I'm mainly into dark age Elder Scrolls'y style of worlds so the shields scrolls etc where a great asset for me and rocks/cliffs I want to get some stone columns like in my early map, I'm thinking theyer better made from mesh's than being part of the hieght-map,
www.artstation.com/artwork/AoWYX
sorry starting to ramble lol
Hi there, sounds like a good fit, if you want it in the mesh you could use my alphas for sculpting in ZBrush.
I personally really like Gumroad, all the tutorials and assets I buy are all available to watch or download in the one place and I can search easily for similar stuff. If it wasnt for it I would also never have stumbled upon Jonas's amazing alpha packs which thanks to substances update just became even more useful!
problem with Gumroad is it's very hard to find things. you can search for keywords but the results only lead to items, not to creators. For some reason they love to hide the creator store links until after you buy something. I like to look at the body of work a creator has made before buying anything.