![]() ![]() Within that panel is a drop down that allows you to select individual attributes of the layer. This should be very familiar if you have used Photoshop, with many of the behaviors being the same. On top of this you’ll find particle effects that can then be used to generate effects on your model. There is also pre-set material and textures you can use on your models and edit to fit your aesthetic. This has a large selection of brushes, alphas, and other maps you can use to paint or mask with. You can fine tune these to match closer to your final scene, so there is no distortion of your texture color due to lighting changes or other factors. It also changes the settings in the viewer. These control your texture size and allow you to add additional base maps that you may want to paint on. ![]() ![]() The toolbar below that is where Substance’s tools are located, such as a brush to paint, an eraser to remove mistakes or paint away sections you do not want, and a large array of masking tools.īelow this on the left are various other settings. A labelled image of Substance painter’s user interface. Here you get the familiar drop downs from many other programs such as file and edit. #Adobe substance painter assets software#Substance Painter’s interface shouldn’t look too unfamiliar if you’ve used other 3D software packages and some Photoshop.Īt the top is a standard toolbar. Its widespread industrial use also lead Allegorithmic being popular enough to be purchased by Adobe who will continue the development and marketing of Substance Painter. The software allows AAA developers to quickly generate realistic textures in a smaller timeframe, allowing for quicker game turnaround times and higher quality final meshes. This includes companies such as Capcom and Activision along with this program being used in high profile games like Uncharted 4 and Horizon Zero Dawn. This cannot be understated in its importance to a 3D artist’s workflow.īecause of this, Substance Painter is a widely used piece of software in the gaming industry. It’s so powerful to quickly edit and create textures for models that will just work in whatever engine they are imported to. Substance has combined that workflow into a single program which increases your work speed considerably. Why Use Substance?īefore I discovered Substance Painter I used to do my texture work in a combination of Photoshop and Zbrush, switching between the two. This 3D asset would be imported and used as the surface/object to paint on. Substance Painter displays and exports all textures in the PBR format so they’ll import straight into a game engine with the exact same result.īefore you get into Substance Painter you first need a polygonal model that has been properly UV unwrapped. This means you can see edits in real-time so you know exactly how your texture will turn out. You have the options to paint both on the 2D maps as well as straight onto the 3D model in the 3D viewport. Some examples include 8k texture baking, real time PBR material workflows, and many material pre-sets. It has several incredibly useful features that I will go into later. Its advanced masking and procedural texturing tools allow you to make textures that are much harder to achieve in purely 2D programs like Photoshop. The main purpose of Substance Painter is to texture models. ![]() It can be likened to a 3D version of Adobe’s Photoshop for digital painting work. That means if you buy something we get a small commission at no extra cost to you( learn more)Īllegorithmic’s Substance Painter is an incredibly powerful 3D painting tool. Tips 3D Written by Thomas Denham Disclosure: This post may contain affiliate links. ![]()
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