My model is large and has 4 diff. tiles per each category, ie. Base, Normal, etc. all have 4 diff. tiles, help me out? How do I get Unreal to understand 4 different tiles per ?
Do you really need to apply all of these materials by hand? its not an issue when you have 10-20 materials, but in a scene I can easily have 100 or more assets. There has to be a bridge like Quixel has
I don't think there's a bridge like that. You gotta apply those textures like this only. Will try to find something about this and post if I get something useful.
there is a substance plugin for ue4 with which u dont have to any of this stuff and i hope they do release it for ue5 too when it gets released next year
i have a fishing net in my model...when i export the texture from substance painter and import it in UE5, it dosent show anything....how to fix... how to add opacity map in UE5 ??
@3DWolf Thx! But there is no tesselation settings group in materials settings in UE5 anymore. Also I tried to displace my heighmap in blender but i got some annoying height distortions no matter how much i subdiv my geometry so i need another solution
Why creating material in substance and do it again in ue5. Why ue5 does not have it from substance directly…. 6min a hammer… i need to render an entire house… must be 2 years.
This is a standard practice to show people how to import and apply the textures on your models in Unreal Engine. And ofcourse you can use substance to unreal livelink and unreal engine integration plugin for substance painter to make this process faster.
Why use 2, 3 softwares instead of just one? I bet you can do the modelling, materials, texturing, etc.. all straight in UE5 instead of bouncing around different softwares that do the same thing.
Why use forks and knives instead of just a spoon? I bet you can eat and cut your food etc... all with the spoon instead of bouncing around between utensils.
@@Maverickkk unreal isn’t made for modelling that’s for certain. You can’t create a hero asset, you can’t create anything complex. You need an external software for that
Why is it that this 6 minute video solved DAYS worth of frustration on my project. Thank you for uploading this!
Thanks for watching my friend.
I'm glad it helped you.
Great tutorial
I never knew mix maps exists... I'll utilize this from now on! Less maps, the better!
Best thing about mix map is that you can use it in any 3d software not just unreal engine.
I've used this in marmoset as well
Came from the Spiderbot tutorial of Substance Painter. Thank you for showing me the right way to export it. :D
You're welcome.
Nice quick and concise tutorial - thanks!
Thank you! This video was very quick and simple, very helpful!
Glad you liked it.
My model is large and has 4 diff. tiles per each category, ie. Base, Normal, etc. all have 4 diff. tiles, help me out? How do I get Unreal to understand 4 different tiles per ?
Excellent video and straight to the point.
Waht happened to Substance LiveLink? Thanks
Very nicely explained! Thank you!
Glad you liked it.
Thanks man for your tutorial!
You're welcome.
I'm so upset, I used to use Substance Painter in real time inside unreal with a live link. Is that feature not a thing anymore?
you are amazing ! thank you
Thank you so much this helped a ton!
Glad to be of help.
I have an environment with like 100+ texture maps... You telling me there's no way to import them all automatically straight from Substance Painter?
None that I know of yet.
@@3dwolf that sucks, however thank you for the tutorial
Glad, you liked them.
the good shit is that you only have to do it once.
Did you figure out any ways to do it (Import a FBX scene into unreal) and the manually mapping substance textures for each of it individually ?
Thank you so mutch Champion
You're welcome
Can you do a complex gun model with full game asset workflow??
I'll add this in the list and start working as soon as I can.
@@3dwolf Thanks brooo
How can I export opacity?
Do you really need to apply all of these materials by hand? its not an issue when you have 10-20 materials, but in a scene I can easily have 100 or more assets. There has to be a bridge like Quixel has
I don't think there's a bridge like that. You gotta apply those textures like this only.
Will try to find something about this and post if I get something useful.
there is a substance plugin for ue4 with which u dont have to any of this stuff and i hope they do release it for ue5 too when it gets released next year
Thanks for sharing.
Thank you very much!
You're welcome
this man is a mannnn lol thnks
Lol 😂 Thanks for watching.
Is it by default environment came in UE5 or you have set it?
I've created this scene with Quixel Bridge assets.
If we want to add height map , then which option is available for the height map to connect with ?
You can use a VertexNormal nodel and combine this one with your height map with a multiply node and link it to the world position offset.
I had to change the roughness with the specular map to get the right results. Any idea why this may happen? Thx for the tutorial
Did you uncheck sRGB for your mask map?
@@3dwolf Sorry I'm not sure where to do this. Must be in a prior tutorial of yours. I only watched this one on how to get it into UE.
Watch the latest prop modeling tutorial course in this channel and in the last part I've showed that process.
I will, thanks so much 👍
didnt we have to uncheck srgb for aorm map ?
Just for the oclusion, roughness and metallic. But he didin't explain this in the video.
any way to auto-generate a Parent Master Material and all it's instances?
Not that I know of but I'm just a beginner in Unreal.
i have a fishing net in my model...when i export the texture from substance painter and import it in UE5, it dosent show anything....how to fix... how to add opacity map in UE5 ??
Try changing your material blend to translucent in unreal engine material editor and then apply opacity map. Hope that helps.
What about height maps? Where do i have to connect em? Pls halp me bro...
You need to connect your displacement/height map to World Displacement but you need a Vertex Normal WS node for that.
There's a video about it on Poliigon Documentation channel.
Look for it.
@3DWolf Thx! But there is no tesselation settings group in materials settings in UE5 anymore. Also I tried to displace my heighmap in blender but i got some annoying height distortions no matter how much i subdiv my geometry so i need another solution
I'll need to look at the file, send me via email or on discord.
reveurstudios3d@gmail.com
Maya house modelling
Thank You
Roughness looks wrong
thank you :) + sub
Thank you.
for future reference, substance currently hasnt released their ue5 plugin
Hope they do soon.
where´s the height?
Used normal map instead of height
@@3dwolf wow thanks :')
@@3dwolf but how would we use a height map?
Why creating material in substance and do it again in ue5. Why ue5 does not have it from substance directly…. 6min a hammer… i need to render an entire house… must be 2 years.
This is a standard practice to show people how to import and apply the textures on your models in Unreal Engine. And ofcourse you can use substance to unreal livelink and unreal engine integration plugin for substance painter to make this process faster.
@@3dwolf well, that sounds good. thanks for the info
@@3dwolf actually I have substance plug in installed but it is not visible in the menu...
substance3d.adobe.com/documentation/integrations/live-link-in-ue4-168198570.html
Try this guide
@@3dwolf thanks, maybe because i am using now 4.27...
Why use 2, 3 softwares instead of just one? I bet you can do the modelling, materials, texturing, etc.. all straight in UE5 instead of bouncing around different softwares that do the same thing.
Modelling In unreal is Flaky, Yes you can texture good in unreal but Substance is more artistic and less about shader engineering.
no you cant
Why use forks and knives instead of just a spoon? I bet you can eat and cut your food etc... all with the spoon instead of bouncing around between utensils.
@@Maverickkk unreal isn’t made for modelling that’s for certain. You can’t create a hero asset, you can’t create anything complex. You need an external software for that
Because it's lazy and you'll get shoddy results.