Substance Painter to Daz Studio (Commercial)

124

Comments

  • Erwin0265Erwin0265 Posts: 63

    Here's a comparison of Daz Iray and SP2 Iray, not as close as I wanted but still very pleased with the result.

    I match the SP2 Iray environment with DS as best I could but must be missing something, using the same HDR map.

    So in one version you lose the arms & legs!? That's not very good.............. ;)

    On a serious note (yeah, I can be serious - I just have to concentrate); which is which?

    @Midnight Stories - Another serious question -  what armor set is this? I thought it was one of your sky gods but on checking; no - it looks great!

    @Dark Edge Design - Sorry, I have no intention of sabotaging your commerial thread; I'll just go off and purchase the tutorial in compensation..... I was gonna get it anyway [no-one else appears to know what they're talking about when it comes to SP to DS and, having just completed my first SP tutorial series, I know it's the texturing program for me...... Why, 'cause I understand it!)............

    BTW, I am happy to "reveal" the BEST SP tutorial series (Hell, the best tutorial series for any software I have ever seen!), but DED will have to give permission first (or PM me if it's deemed as breaking any of the forum rules.... I not sure...so.......)

     

  • SzarkSzark Posts: 10,634

    I was about to pop this into my cart when it struck me that you either didn't say what DS Iray shader you export to i;e; Glossy/Spec or Metal/Rough or I haven't found that info. :) Can you clarify what shader mode your Sp to DS preset is set of for? I only use Metal/Rough.

  • FistyFisty Posts: 3,416

    It's metal/rough

  • SzarkSzark Posts: 10,634

    sweet thanks Fisty

  • FistyFisty Posts: 3,416
    edited August 2017

    Yup yup.. it's a great tutorial, well worth the purchase.

     

    Edit: oh, make sure to screen cap things that looks important when you're going through it, it'll help you later not have to sift through the videos to find that one bit of info that's tricky to remember every time.

    Post edited by Fisty on
  • SzarkSzark Posts: 10,634

    Thank you again. I will have to watch a few times anyways and we have SP youtube which are great and I have learnt a lot already and I still haven't gotten my hands on SP yet. I know Photoshop well enough to see a lot of paralells in the sense of biulding up layers, masks etc. I am just gearing up to get the Indie package as I want SD etc. 

  • FistyFisty Posts: 3,416

    Yeah, it has some similarities..  there are also some differences that are a bit tricky to wrap your head around at first - in PS if you put a layer over another it'll totally hide it if it's normal 100% layering, in SP the layer underneith will still contribute things like height and specular effects so you have to do a lot more masking than you would originally think you need.  Get to know and love color ID maps, I find they're easiest to make in PS using the item's uv template and then just import them to SP and plug 'em in.

  • SzarkSzark Posts: 10,634
    edited August 2017

    Yeah I get that, similar but different, that is what drew me to lust over playing in SP and SD.

     

    Colour ID maps, check Thanks for the tip

    Post edited by Szark on
  • Oso3DOso3D Posts: 15,009

    I don't know if it's in the tutorial, but one thing I've taken to doing in SP is feeding the height map into another channel (like, oh, roughness or metallicity or something else I'm not really using) so that it masks more easily.

     

  • SzarkSzark Posts: 10,634

    why is that timmins.william?

  • Oso3DOso3D Posts: 15,009

    If you have two layers with a mask on the top layer, for most channels the white masked elements override the bottom layer.

    But Normals and Height do NOT; if you want to combine Normal/Height elements with masking, you have to mask both the top and bottom (inverted) layer. Which is annoying as heck.

     

  • SzarkSzark Posts: 10,634

    Right, copy and pasted thanks man. That will make more sense to me once I get in there but I get the idea.

  • FistyFisty Posts: 3,416
     if you want to combine Normal/Height elements with masking, you have to mask both the top and bottom (inverted) layer. Which is annoying as heck.

    Yeah, why I suggested getting farmiliar with ID maps, its makes that masking like 4 clicks.

  • Fisty said:

    Yeah, it has some similarities..  there are also some differences that are a bit tricky to wrap your head around at first - in PS if you put a layer over another it'll totally hide it if it's normal 100% layering, in SP the layer underneith will still contribute things like height and specular effects so you have to do a lot more masking than you would originally think you need.  Get to know and love color ID maps, I find they're easiest to make in PS using the item's uv template and then just import them to SP and plug 'em in.

    +1 to the color ID maps.

    I do mine via vertex painting in blender, and export the file as .fbx to SP.  Haven't tried doing it in PS.

  • Oso3DOso3D Posts: 15,009

    Is the tutorial video only?

  • Oso3DOso3D Posts: 15,009

    I need to poke at color ID masks but I'm curious why someone wouldn't just use SP to paint it, export, then bring it back in or use in a second project?

     

  • I need to poke at color ID masks but I'm curious why someone wouldn't just use SP to paint it, export, then bring it back in or use in a second project?

     

    The way I've seen it done is you load in a set of maps, mask things usimg the ID map, then paint on the existing maps and export as a new set of them.

  • Lissa_xyzLissa_xyz Posts: 6,116

    I need to poke at color ID masks but I'm curious why someone wouldn't just use SP to paint it, export, then bring it back in or use in a second project?

     

    There's nothing saying you can't, just most people bake them out w/ the rest of their maps (ie normal, ao, etc).

  • Yes Timmins, the tutorial is video only. smiley

  • FistyFisty Posts: 3,416

    I need to poke at color ID masks but I'm curious why someone wouldn't just use SP to paint it, export, then bring it back in or use in a second project?

    Because most of the time I'm masking out trim, etc, it's much easier for me to save out a UV map from UVLayout that's just the trim and use the magic wand in PS to select around it, invert selection, and fill.  Since I make my clothes with seperate matzones for things like that it's quick and easy.  I suck at drawing freehand (despite year and years of classical art training, left handed with a right handed mouse) I use the selection tools and path/vector tools whenever possible.  I know you can draw a straight line in SP by holding down shift but it's not as adjustable before and after as a pen path in PS that you can move points and re-stroke or re-fill.

    Yes, it's a video only tutorial, it would need to be a small texbook if it was written.  It's really good though.  I prefer written tutorials but didn't have any trouble with this one. It's not meant to teach SP, just how to get things from it into DS and rendering correctly - seems like a small thing but it's invaluable information.  As long as you screen capture the important parts so you can refer back to them - specifically what extra channels to add in SP before you start texturing so it generates the maps you need, and the gamma settings when you plug the final maps into Iray Uber.

  • Oso3DOso3D Posts: 15,009

    I can't handle video tutorials, worth finding out for sure.

    ill have to try to find some info on color ids; it sounds intriguing but I think I'm missing something.

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited August 2017

    If you have two layers with a mask on the top layer, for most channels the white masked elements override the bottom layer.

    But Normals and Height do NOT; if you want to combine Normal/Height elements with masking, you have to mask both the top and bottom (inverted) layer. Which is annoying as heck.

     

    That's because the blend modes are channel dependent and by-default the height and normal channels are set to be combined (via Linear Dodge (Add)), probably on the assumption that most of the time that's what you will want to do. You can change that though when that's not what you want. There is a drop-down at the top of the layers list that lets you select which channel you are working on. Change that to height or normal and then change the blend mode for your top layer to replace and then whereever that layer is masked as white, only the height info for that layer will appear. 

    If you change it to passthrough instead of replace you may not even need the mask when painting height information since then the top layer will appear where it has height information and the bottom layer will appear where there is no information in the top channel.

    ReplaceHeight.JPG
    1042 x 934 - 153K
    Post edited by MarkIsSleepy on
  • Oso3DOso3D Posts: 15,009

    Aaah, thank you

  • MarkIsSleepyMarkIsSleepy Posts: 1,496
    edited August 2017

    Here's a quick update to the above screenshot showing replace mode used on the plane and passthrough on the cube.

    ReplaceHeight.JPG
    1042 x 934 - 153K
    Post edited by MarkIsSleepy on
  • Oso3DOso3D Posts: 15,009

    Ah, thanks for the tips.

    The other problem I keep running into is normals. SP can turn Normal + Height map -> OpenGL Normal map. Which sounds awesome, except with figures it always has horrible seams all over the place. It's incredibly frustrating, and I've found it pretty much useless for generating Normal maps. :/

     

  • RuphussRuphuss Posts: 2,631

    is it possible now to paint over all textures at once or just one at a time ?

    i know for a long time you could not

  • RuphussRuphuss Posts: 2,631

    ...and someone uses the steam version which is not a monthly payment ?

  • Oso3DOso3D Posts: 15,009

    No, it's not. They've been promising any day now for 3 years, apparently, so I've just assumed we're never going to see it.

     

  • Lissa_xyzLissa_xyz Posts: 6,116
    Ruphuss said:

    is it possible now to paint over all textures at once or just one at a time ?

    i know for a long time you could not

    They're currently working on redoing the internals to allow for this. It's a time intensive process since they're basically having to rework all the code.

  • RuphussRuphuss Posts: 2,631
    edited August 2017

    thanks for replies

    is there a way to export the textures of say gen2fem so that they are automatically applied to the mesh where they belong to ?

    fbx and obj does not

    just trying out the tryout version

    Post edited by Ruphuss on
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