soul_assassin 1750 Posted November 9, 2016 Hi guys, I've made a short (relatively) video tutorial illustrating a max-SP-OB workflow that some of us at RHS use. It shows how to setup, bake, texture and export your object to OB in a manner that can speed up your workflow because you are able to go back and non-destructively make changes that will propogate. Hope you enjoy! Actual SP work: 20 Share this post Link to post Share on other sites
road runner 4344 Posted November 9, 2016 Awesome, many thanks, I was a fan of your video's for A2 and the tool for max , this is well worth downloading from one of the masters himself. Share this post Link to post Share on other sites
frostie12345 48 Posted November 9, 2016 Thx i really needed this, work with max and SP too Share this post Link to post Share on other sites
Foxone 1044 Posted November 9, 2016 Thanks, really nice, going to check this out! Share this post Link to post Share on other sites
lodu 145 Posted November 9, 2016 Very interesting, but I have great difficulty with the small font, probably the result of a great screen resolution? Especially the part painter substance, including the use of different textures that you generate and use that is made later in Photoshop, to get the final texture. I can follow, because I also use SP, but for someone who does not know, I think it will be more difficult. That said very good workflow and highlighting the enormous possibilities of SP. :) 2 Share this post Link to post Share on other sites
soul_assassin 1750 Posted November 10, 2016 Very interesting, but I have great difficulty with the small font, probably the result of a great screen resolution? Especially the part painter substance, including the use of different textures that you generate and use that is made later in Photoshop, to get the final texture. I can follow, because I also use SP, but for someone who does not know, I think it will be more difficult. That said very good workflow and highlighting the enormous possibilities of SP. :) Yup this is unfortunately due to the resolution of my main working monitor. It is a good point and if I record anything else I will use the 1080p one. Share this post Link to post Share on other sites
lodu 145 Posted November 10, 2016 I thank you especially since your "Substances Painter" knowledge are always welcome, The possibilities, especially when working on different channels, are fantastic. :) Share this post Link to post Share on other sites
soul_assassin 1750 Posted November 10, 2016 I thank you especially since your "Substances Painter" knowledge are always welcome, The possibilities, especially when working on different channels, are fantastic. :) Unfortunately my knowledge of SP is that great and im only really now starting to get a bit more handy after using it for a few projects at RHS (https://forums.bistudio.com/topic/183435-rhs-escalation-afrf-and-usaf/?p=3116053). I would make videos but there are far better tutes online that deal with actual USING SP in practice. My goal was purely to demonstrate how you can streamline the process and the important steps to consider. 2 Share this post Link to post Share on other sites
PuFu 4600 Posted November 10, 2016 Yup this is unfortunately due to the resolution of my main working monitor. It is a good point and if I record anything else I will use the 1080p one. might also be because, at least for me, the max resolution of the video is 720p, while you are running a 4k monitor... Share this post Link to post Share on other sites
soul_assassin 1750 Posted November 10, 2016 might also be because, at least for me, the max resolution of the video is 720p, while you are running a 4k monitor... ah weird, must've recorded wrong :( Share this post Link to post Share on other sites
martinezfg11 334 Posted November 10, 2016 Wow good stuff. Share this post Link to post Share on other sites
frostie12345 48 Posted November 15, 2016 Again Really good video after i looked into it. But i have one question could you post one pic with your export settings for all the maps ? Cant read it in the video because its to small ^^ Greets Share this post Link to post Share on other sites
soul_assassin 1750 Posted November 15, 2016 Have a look here: co - Base Color (sometimes Diffuse, depending on which workflow you have been following) as - Opacity, MixedAO, Opacity nohq - normal directx smdi - opacity, specular, glossiness don't let this stop you there. You can easily use this system to paint for instance TI maps in a separate channel for instance. I can show how this can be done in a vid as well if people want. 6 Share this post Link to post Share on other sites
Foxone 1044 Posted November 15, 2016 You can easily use this system to paint for instance TI maps in a separate channel for instance. I can show how this can be done in a vid as well if people want. That would be great! Share this post Link to post Share on other sites
frostie12345 48 Posted November 15, 2016 Thanks for the Pic soul_assasin :) Share this post Link to post Share on other sites
PuFu 4600 Posted November 15, 2016 co - Base Color (sometimes Diffuse, depending on which workflow you have been following) as - Opacity, MixedAO, Opacity nohq - normal directx smdi - opacity, specular, glossiness a couple of notes here: 1. the _as map can be RGB = mixed AO (when converting to paa, all other channels but green are discarded) 2. base color = albedo map (as far as i understand it) diffuse = color map (more or less, still most _co in arma have some AO overlayed anyways) ;) Share this post Link to post Share on other sites
soul_assassin 1750 Posted November 19, 2016 Part 2: 2 Share this post Link to post Share on other sites
ComatoseBadger 9 Posted November 21, 2016 Pretty handy, thanks again Share this post Link to post Share on other sites