Substance Painter to Daz Studio (Commercial)

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  • Ruphuss said:

    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

    No, there isn't that I know of.

  • RuphussRuphuss Posts: 2,631

     

    so when you cant really paint on the whole body what for is this product useful ?

  • Ruphuss said:

     

    so when you cant really paint on the whole body what for is this product useful ?

    No you just stick them on a single UV space, you can get 4 UV sets in the one space I do it all the time and just render out in 8K size to get the high res !

  • RuphussRuphuss Posts: 2,631
    Ruphuss said:

     

    so when you cant really paint on the whole body what for is this product useful ?

    No you just stick them on a single UV space, you can get 4 UV sets in the one space I do it all the time and just render out in 8K size to get the high res !

    may you be so kind explaining this a little bit more ?

  • Ruphuss said:
    Ruphuss said:

     

    so when you cant really paint on the whole body what for is this product useful ?

    No you just stick them on a single UV space, you can get 4 UV sets in the one space I do it all the time and just render out in 8K size to get the high res !

    may you be so kind explaining this a little bit more ?

    I think he means use a modelling or mapping application to shrink each UV tile by 50% and arraneg them in the corners of the UV square, so they all use a single map, then create the textures at 8,000 pixels sqaure and finally chop them into four images which will apply correctly to the unscaled original UVs.

  • Ruphuss said:
    Ruphuss said:

     

    so when you cant really paint on the whole body what for is this product useful ?

    No you just stick them on a single UV space, you can get 4 UV sets in the one space I do it all the time and just render out in 8K size to get the high res !

    may you be so kind explaining this a little bit more ?

    I think he means use a modelling or mapping application to shrink each UV tile by 50% and arraneg them in the corners of the UV square, so they all use a single map, then create the textures at 8,000 pixels sqaure and finally chop them into four images which will apply correctly to the unscaled original UVs.

    Yes Richard has got it exactly !!!

  • Oso3DOso3D Posts: 15,009

    Huh, I hadn't considered doing that, clever.

    Although I'm not entirely sure the tools I have could pull that off. Hmm.

  • Oso3DOso3D Posts: 15,009
    edited August 2017

    Is there a simple way of doing this with Daz Studio?

    Post edited by Oso3D on
  • No, DS doesn't have UV editing tools - but it would not require using advanced features in  amodeller, just the ability to select by material (to get all the polygons on one UV tile/image), to scale from a set point (ideally you could scale from the four corners, but from the origin would do), and if you couldn't scale from the corner to translate on the UV map by numeric value. Blender should be able to do that without having to get into its more arcane features.

  • FistyFisty Posts: 3,416

    You can do it with uv mapper classic too, at least the shrinking to exactly 50%, not sure about the moving precicely to the corner though.

  • Oso3DOso3D Posts: 15,009

    I'll experiment with UV mapper.

    My first thought was Carrara, but it lacks certain capabilities when manipulating UV maps (like, you can scale, but not uv maps by precise values, I don't think, or move them by precise values)

     

  • Oso3DOso3D Posts: 15,009

    OMG kisses. That's awesome.

    And I can then update the figure UV model and use map transfer to make sure the maps are copied properly.

     

  • It shouldn't need Map Transfer (which will probably slightly blur the images) - for example, in Photoshop I'd use the Image>Canvas Size command, click the anchor in one corner, set the size units to percent and the values to 50, then export, under, Image>Canvas Size, and click the next corner icon, set the size to 50%, export, undo, repeat for the next two corners.

  • Oso3DOso3D Posts: 15,009
    edited August 2017

    Yeah, and I just ran into a host of problems with the idea of using that, so ... I'll go with the simpler approach. ;)

    (For those following along at home, I THINK the key is bundling the major skin zones, erasing everything else, and then in UV Mapper doing Tile with padding off/scaling off)

     

    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,009

    Midnight, I owe you! That's a huge insight for me. Whew; SP just became a whole lot easier to use.

     

     

  • Midnight, I owe you! That's a huge insight for me. Whew; SP just became a whole lot easier to use.

     

     

    I know this is a BS way of doing it but it works, I've actually changed my work flow so there are less maps by leaving the 8K map as is and just changing the UV scale to .5 and offsetting the X Y by .5 in either direction so the line up with the original UVs. I've done it on my latest one the scuba driving outfit. I really hope SP can be changed to paint across multiple UVs it's the only thing holding it back !

     

  • Oso3DOso3D Posts: 15,009

    That's great for personal use but it will trip up a lot of people who rely on things like texture compression, alas.

     

  • I was lucky there wasn't much difference betwee 8K and 4K on this project, but I know what you are saying and I will it case by case !

  • Oso3DOso3D Posts: 15,009

    I had done some dragon skins using the Universal UV map, and just considered moving it to default... but 8k universal maps actually suits the snake dragon thing with more consistent resolution from head to body 

  • Ruphuss said:

     

    so when you cant really paint on the whole body what for is this product useful ?

    It's good for vehicles and other items that may not have odd UV tile layouts, among other things.

  • Eternal ForceEternal Force Posts: 301

    Is it just me? The tutorial is very good. It shows a very elaborate way of putting SP maps back to Daz Studio. I am following the instructions to the letter, but my textures in Daz Studio look differently. Believe me, it is not just a matter of adjusting the lighting. Every time the maps require additional manual tweaking in Photoshop. Metallicity Map needs to be a lot brighter. Roughness Map needs to be brighter, etc. A very tedious way of trial and error. Is it just me or is it to be expected?  

  • Eternal ForceEternal Force Posts: 301

    This time it was only a matter of manually fixing the Metallicity Maps. But when the solution has been found it feels awesome! smiley

  • lilweeplilweep Posts: 2,487

    Eternal Force said:

    Is it just me? The tutorial is very good. It shows a very elaborate way of putting SP maps back to Daz Studio. I am following the instructions to the letter, but my textures in Daz Studio look differently. Believe me, it is not just a matter of adjusting the lighting. Every time the maps require additional manual tweaking in Photoshop. Metallicity Map needs to be a lot brighter. Roughness Map needs to be brighter, etc. A very tedious way of trial and error. Is it just me or is it to be expected?  

    you edit maps in photoshop when you have substance painter right there? Seems like a bit of an extra unnecessary step.

    In this thread i described creating a crude livelink between substance painter and daz: https://www.daz3d.com/forums/discussion/comment/8302556/#Comment_8302556 ;

  • bohemian3bohemian3 Posts: 1,034

    @Eternal Force - I've not viewed the tutorial (back from 2017), thought the basic pipeline hasn't changed.  But there are material parameters, filters, tools, etc, lots of different ways to adjust maps without going into Photoshop as @lilweep points out.  Personally, I never trust the iRay preview in Substance Painter, I keep making tweaks in Painter, exporting, refreshing images in DAZ (Ctrl+i) until I get the look I want.

    Eternal Force said: ...  but my textures in Daz Studio look differently. ...

  • Eternal ForceEternal Force Posts: 301
    edited March 4

    Thank you, @lilweep and @bohemian3 ! I have the same feeling that using Photoshop for tweaking SP maps is a bit too much. Luckily, I've already created this crude link between SP and Daz Studio on my own. It helps indeed. However, since I am not that proficient in Substance Painter yet, I need your advice. Let's say you've created a very sophisticated material in Substance Painter. Lots of layers, lots of generators and masks, ets. When you've exported the maps in Daz, you see that the metallicity map needs to be lighter. Logically, you need to go back to SP, open your material there and create a new layer on top. This layer should have only metallicity channel activated. This layer is supposed to correct the whole metallicity channel and make it brighter. Probably add some extra contrast to it. So my question is simple. How do you do this correction layer in Substance Painter? 

    Post edited by Eternal Force on
  • bohemian3bohemian3 Posts: 1,034
    edited March 4

    @Eternal Force - there are lots of ways to go about what you suggest - You don't need to necessarily create a new layer, you can add a filter to an existing one.  Not seeing your material setup, an adjustments filter would be my first attempt to make the correction.  (In PhotoShop you would call it an adjustments layer.)  As this article points out, you can use filters to target specific channels.

    https://helpx.adobe.com/substance-3d-sampler/filters/adjustments/brightness-contrast.html

     Sounds like you've worked with generators, so simlar usage as that. 

    Eternal Force said:

    Thank you, @lilweep and @bohemian3 !  ... So my question is simple. How do you do this correction layer in Substance Painter? 

    Post edited by bohemian3 on
  • Eternal ForceEternal Force Posts: 301
    edited March 4

    @bohemian3  "You don't need to necessarily create a new layer, you can add a filter to an existing one". This is my problem. If I have 12 layers with different masks and I add a filter to the top one, are all the layers going to be affected? Or only the top one? When I create a completely new fill layer (with the intent to attach a filter to it), it means that I automatically fill the layer with color. Won't it mess up the whole material?

    In Photoshop it is easy. You just use Adjustment Layers. They don't behave like regular layers, they are just for adjustment. In Substance Painter it is not that intuitive. What is the best way of creating an adjustment top layer in SP? Should I use some blending mode with my fill layer before applying a filter to it?   

    SP.jpg
    509 x 1119 - 196K
    Post edited by Eternal Force on
  • bohemian3bohemian3 Posts: 1,034
    edited March 4

    Ahh - Like I said, sight unseen I wasn't sure of your setup.  You have both options - the way I described effects only one layer.  To effect all layers, you first want to group all the layers you want effected and then add the filter to the group.   

    Eternal Force said: ... This is my problem. If I have 12 layers with different masks and I add a filter to the top one, are all the layers going to be affected?

    Post edited by bohemian3 on
  • lilweeplilweep Posts: 2,487

    I havent used substance painter in like years probably, but I recall the process to add an adjustment layer on top of all layers was:

    • adding a paint layer (not a fill layer)
    • set it to passthrough (i think?) 
    • applying the relevant adjustment filter to the layer
    • restrict the adjustment to the specific channel somehow
  • Eternal ForceEternal Force Posts: 301

    Thank you very much, @bohemian3 and @lilweep for your help!

    @lilweep, this method really works! A paint layer (not a fill layer). Passthrough mode. A filter. Works like a charm! cheeky

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