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Showing results for tags 'substance painter'.
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Hey guys, below are two sets of Tanoa-based HDRI environment maps I made for use in Substance Painter and Blender. They should be compatible with a number of other 3D modeling softwares and texturing programs. The idea is to allow users to have a 3D environment from Arma 3 to create their materials within so as to give better reference to the environment and the lighting around the object. Included below is a 4k set and an 8k set of 3D images at sunrise, midday, and twilight each for use with the Arma 3 Apex Shader's (I recommend using "Filmic Tone Mapping" as well) respective preview modes. Please feel free to comment with other maps or concerns/ideas to enhance the final products. Download 4k or Download 8k
I'm about to begin texturing about 50 models for an A3 mod that we're building. I'll be using Substance Painter and would love some guidance on which channels to bake. I've been using a "more is better" approach while learning how to do this, but with the workload ahead of me, I'd like to optimize my flow. Currently, I'm using: Diffuse Specular Glossiness Height Normal Emissive Base Color Ambient occlusion Specular level I'm sure that I don't need all of these. The current project is mostly buildings and building parts with concrete, metal, and wood textures. I'd also appreciate some guidance on when to deviate from the list. When an object has glass, highly reflective metal, etc. Also, I'm baking my textures/models and then export the images to PNG using an Arma-specific export config preset I found somewhere. I then comp the individual image types (CO, CA, AS, NOHQ, etc into single images in Photoshop. Of course, I have yet to actually use the textures other than the main CO texture... another area that I need to delve into. Any advice, on any of these topics, would be greatly appreciated as well.