Preparing Models for Substance 3D Painter in 3DS Max | Adobe Substance 3D

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  • Опубликовано: 23 авг 2024
  • In this video we look at how to properly prepare our 3D models in Autodesk 3DS Max to make our texturing process more efficient inside of Substance 3D Painter.
    If you want to see this process for other applications, check out this playlist: • Preparing Models for S...
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    Preparing Models for Substance 3D Painter in 3DS Max | Adobe Substance 3D
    • Preparing Models for S...

Комментарии • 18

  • @uskokavopic
    @uskokavopic Год назад +16

    that's nice, but it would be better if you showed how to import the texture back to the model in 3dsmax

  • @gayatribongarala1162
    @gayatribongarala1162 Год назад

    Thanks, this was helpful to me.

  • @Ruy_Rios
    @Ruy_Rios Год назад

    Thank you!

  • @AlexTsekot
    @AlexTsekot 2 года назад +5

    I you have a multimaterial in max that contains your ids they will all bake out incorrectly as just red in painter, unless you change the material type to "Legacy". Its really annoying, I hope this gets fixed.

    • @Substance3D
      @Substance3D  2 года назад +3

      Yes even during the making of this video we noticed a few issues with baking ID's re. hierarchy. Devs are aware, it's being worked on!

    • @user-qu6xf6gl7r
      @user-qu6xf6gl7r Год назад +7

      THANK YOU, I was going insane trying to make my IDs bake in Substance. Couldn't find an answer anywhere. 3ds legacy material is the answer.
      For anyone else having this problem: in 3ds max, in the material editor, press O to open the map browser. Click the drop down arrow and enable "show incompatible". Then use apply Standard (Legacy) materials to your mesh. These will carry through to Substance's ID baker in the fbx that you export.

    • @whiteakers
      @whiteakers Год назад

      @@user-qu6xf6gl7r these are the exact details a tute like this should have. 3D can be so exhausting sometimes

    • @arnobax7953
      @arnobax7953 Год назад

      Still the same issue in max, freaking annoying. Better take contact with autodesk.@@Substance3D

  • @bobgratton2986
    @bobgratton2986 6 месяцев назад

    in the vertex paint color palette, when I want to change a new color that im adding, i set the color and press ok and it puts it back to black all the time. I can't create a color palette. Seems like a bug or something, do you know anthing about this ?

  • @MrAsag
    @MrAsag Год назад +1

    mid level of displacement texture in painter is 0.5
    so the gray color is 0.
    but how I can change the mid level to 0 value, with is black is 0?

    • @Xoliul
      @Xoliul 9 месяцев назад +1

      you need HDR texture for that, to be able to go negative. It's not common to use HDR textures for simple heightmaps, hence no default. But I think you can export as HDR and it would work..

  • @TheTimeProphet
    @TheTimeProphet 4 месяца назад

    Detaching objects in Max is bad. In substance painter you end up with hundreds of separate texture maps. I keep my model as a whole, but I make separate max file where I split them up into colours. I then render a colour map for masking and I use these masks in substance painter. I use the model that I kept whole though.

  • @francivalterlimapereira2943
    @francivalterlimapereira2943 2 года назад

    Preparing Models for Substance 3D Painter in zbrush poden fazer video sobre como fazer no zbrush.

  • @edingacic546
    @edingacic546 Год назад +1

    How do you export textures back to 3dsmax?

    • @Substance3D
      @Substance3D  Год назад +1

      Just File > Export Textures.
      Easy way is to export as SBSAR file format and use the 3DS Max integration, otherwise pick the render engine preset, export as PNG and load textures individually.

  • @branimirpodboj
    @branimirpodboj 2 года назад

    Make one for Foundry Modo

  • @SantoSVD98
    @SantoSVD98 2 года назад

    Do It for C4D please

  • @leclerc_1652
    @leclerc_1652 2 года назад

    Why don't you have fusion 360? That is better