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...
that's nice, but it would be better if you showed how to import the texture back to the model in 3dsmax
Thanks, this was helpful to me.
Thank you!
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.
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!
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.
@@user-qu6xf6gl7r these are the exact details a tute like this should have. 3D can be so exhausting sometimes
Still the same issue in max, freaking annoying. Better take contact with autodesk.@@Substance3D
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 ?
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?
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..
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.
Preparing Models for Substance 3D Painter in zbrush poden fazer video sobre como fazer no zbrush.
How do you export textures back to 3dsmax?
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.
Make one for Foundry Modo
Do It for C4D please
Why don't you have fusion 360? That is better