Substance Painter to Daz Studio (Commercial)
DarkEdgeDesign
Posts: 489
http://www.daz3d.com/daz-studio-and-substance-painter
This tutorial has just been released and goes over my typical project workflow using Substance Painter and Daz Studio. wheees!
Post edited by Chohole on
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I watched this a few hours ago excellent stuff, the last video really had some great info on hooking up the maps, so thumbs up here !
Any chance for a Studio and Quixel 2?
@Midnight - thanks mate!
@JV - Unfortunately I am going to encourage you to give up the Quixel ghost. I have Q as well and it lags way behind Painters prowess, they just haven't stayed current imo.
Perhaps you could do a promo video to give us an idea of what SP can do for DAZ users and if it is a worthwhile investment for the hobbyist. I can't see that it would be anything more than an occasional requirement for me but on the other hand it could open up a whole new world of creativity.
I took a blind leap here, If I can use Substance Painter to create textures of my own and sell, it will be worth it for me.
One thing I will say if you try and sell with using default materials then you're not going to do well, fare enough metal is metal but try doing your own sets. I found this out with some of my own stuff where they looked the same as another product. If everyone did the same materials what would be the point of texture artist. There's plenty of tuts on the tube for making your own materials. So lean that first. This set of tuts is great for workflow and hooking them up to DS.
So, by what's being discussed I'm sensing that this is not for the hobbyist. More for commercial artists, right?
I have downloaded the 1 Month trial of SP so you could do that to as everything works & that way you will see if its something you would want to use often enough to be worth the outlay to you.
There are Monthly options as well as one time payments so there is something for everyone
Midnight_stories, I totally understand. As a workflow tutorial for DAZ Studio and Substance Painter this is excellent. I would be lost without such tutorials.
So far I have been able to follow without getting lost.
Yes not knowing what values to plugin is a nightmare, I'm still not sure about the top coat stuff ? will need to do some comparisons to see if it makes that much of a difference. But still pointed me in the right direction. Materials is a big weakness with me !
Top coat would be for like a coating. Covering something in slime, or a clear coat for a painted surface, for example.
Substance Painter is a game changer, from pro to hobbyist. I'll have another tutorial coming out for creating materials in Substance Designer and how to create controls in Designer that you can use in Painter, it really brings both apps together.
I found Top Coat to add an extra layer of shine and really adjusted the input values greatly, depending on the material either using it or not.
edit: removed question
reason: risk of disrupting a commercial thread.
OK but how is it a game changer? I have no idea what I could do with SP and their web site is very little help when it comes to DAZ Studio models. Here's an example of the kind of thing I might want to do. Let's say I have an untextured geo-graft of a tail or a horn. Or maybe a parented prop. Could I blend the skin tone from a G2 or G3 character so that the prop/graft looks natural? I know this can be done in Photoshop but I'm not clear on how. I'd rather paint from a reference photo directly on to the prop surface.
If this is not what the program does, then I'm looking in the wrong places.
TOP Coat = Fresnel reflections so I use top coat all the time.
So what's the difference between the Indie and the Pro versions? I know there's a big difference in the price?
And does this do something different that 3D Coat?
@Marble - SP could do what you are wanting, you would import that skin map and then copy that skin tone and start painting and just export the diffuse map. But that wouldn't be using SP to its full advantage because SP creates Physically Reality Based (PBR) maps these are (but not limited to): diffuse, metallic, color, specular, roughness, glossiness, displacement, normals...the very same maps can be used inside of iRay with stunning results. Since you are wanting to augment an existing skin map that "isn't" using all of the PBR maps I'm not confident that you would get a satisfactory result when you viewed those side by side (existing skin map and SP map). If you were creating a complete skin map from scratch then SP would rock your world.
So in review SP creates PBR maps in real time. If I dig a scratch into a leather texture it will create the color scratch map and also create a normal and displacement of that scratch at the same time, and depending on your settings possible a specular, glossiness and roughness map for that scratch too. There are other apps that create PBR maps for texturing (Quixel, 3dCoat, etc) but imo SP has set the bar pretty high and everybody else is still catching up
@Scark - Yup, well said! I also use Top Coat a lot and alter the input values greatly.
Just finished watching. Excellent tutorial. Money well spent
A very quick technical question....
You spent quite a bit of time adjusting the Gamma Values in DAZ...so could I take the DAZ Iray Uber Shader, do my Gamma corrections and save that out as a Material that could be applied to my any set and used as a starting point...therefore eliminating the time spent Gamma correcting?
Pete
Nothing, the Indie version is for single handed commercial units wich do not gross over 100.000 a year in revenue, AKA most mere mortals, the commercial version is for gaming studio's who gross 100.000.000 a year (and more) like the dudes and dudetes which made Uncharted 4 for instance.
And the answer on your second question is: no idea, probably, if you use 3DCoat and are happy with it, why change, I checked out SP and was blown clean out of my socks, loaded the trial version, tried it for 30 days and was thouroughly hooked. But remember the lads and lasses at Alle are so to speak building the boat while sailing it, but they are damned good at it. So you get pretty frequent upgrades adding new functionallity almost on user demand. So the more users of the paying variety the better the program gets.
Marble, probably you could but I do that in Blender of all programs. It's just a little better in blending texture maps from different logical materials......and Blender also can paint 3D textures (what can't Blender do, by the way?).
Greets, ArtisanS.
Agreed, top coat setting is vital for the "first impression" you get with an object... you can use less maps e.g. doubling-up use of metallic/smooth in top coat and manually adjust value slider in the surface tab (depends what sort of job you make of it in Substance Painter), but method DarkEdgeDesign shows is a lot more consistent, and much better for commercial art products in my opinion, albeit my main use of Substance Painter is in game development but the principles apply whatever you use it for.
...and yes, I chuckled when video suggested to make copy of correlation graph for exported maps inside DAZ, as I'd paused the video just immediately before and taken a screenshot of that very thng
In theory, it might be possible to make a smart material inside Substance Painter to avoid need for making gamma adjustments inside DAZ Studio, but there's no guarantee that each surface would behave the same e.g. wood, metal, stone, or fabric could all kick out different values (if that's the case, you'd could save separate settings for each - trial and error would be involved to begin with, so it would depend on if one thought it was really worth all that extra work until you found the right setting - assuming it actually worked at all).
If you're texturing between three and six assets a week for use in the same render engine, you can start to auto-compensate as you work to get the desired look you need e.g. for game assets in Unity or Unreal, I texture to look "too dull" inside Substance Painter because the exports to these game engines are always too shiny. So the way I see it is that your biggest single problem as content creator would be that you simply don't get the chance to use Substance painter enough to develop certain "instincts" because you're not part of a larger pipeline and you need to design, model and texture your assets all by yourself... doesn't mean it's impossible, just that it becomes harder to develop if you have limited time.
Probably a stupid question but is the full tutorial available in the HTML files listed in the description as I would like this product but I don't use Video tutorials :)
That's very interesting and thanks. What would I search for if I wanted a Blender tutorial on how to do that? Sorry - I'm a complete novice when it comes to texturing. I'm not even sure what a PBR material is as mentioned in DarkEdgeDesign's post above.
@DarkEdgeDesign - thanks for your reply, I think I get what you are saying. Sorry if I'm distracting from your thread but I think it is important to know what SP is meant to be good at and used for. And also what it is not meant to be used for.
nDelphi,
Substance Painter can create textures but is NOT fully procedural, for that you need it's even cooler companion, Substance Designer. Substance Designer is used to design the Substances that can be imported into the Material slot of Substance Painter.
The bodysuit below started it's life as a substance in SD and was sent to SP to create the bodysuit (it's a WIP),
The second shot is the texture up close and it's purely procedural.......and made in about 1 hour at Christmas morning.......
Greets, ArtisanS
Blender and then Texture Painting......carefull, Blender is a program that is free, but it is hard to learn.....I mean really, really hard.
Greets, ArtisanS.
Yeah, I feel foolish for asking such a dumb question. Of course that's what I would search for.
I have some experience with Blender. I use it for morphing clothing (correcting the drape, etc.) and also use it as a video editor. Anything to do with textures - especially if the node editor raises its ugly head - scares me away. I must try to overcome my fear of the node editor!!
So does this product export DAZ textures sets as substance .sbar substance files too? Example Unity 3D besides Substance Designer can use .sbar files.
Nope since DAZ does not use them........Unity and Unreal 4 are game engines that have the possibility to use .sbar and even ,mdl files (AFAIK), since I have used the latter (ArchViz).
Greets, ArtisanS
The node editor is in fact one of the coolest parts of Blender......it will be used more and more (if I have to believe Mr. Roosendaal), even for animating......but for blending texture you don't need the node editor persee.....a UV mapped texture can be painted on just fine, without nodes at all.
Finished watching last night. Great stuff! I immediately started a script to document the image gamma values. I was hoping to get some proof-reading from the thread as well as share the love...
Edit: Fixed "Diffuse Color" and "Glossy Color" error.
Edit: "Glossy Reflectivity and Top Coat Weight should have a Gamma Value of 1."
Let me know if you have any corrections.
Wow great stuff that would speed things up or even put our own value sets in, thanks for doing this !
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Yes, I understand this, I had them installed before, I was just lost. I think I can learn Substance Painter first and then move from there.