Great thanks a lot! Additionally; as a photographer and an environment artist I'd recommend arranging your focal length to 50 mm instead of arranging FOV because 50 mm is most least distortion-causing length regarding digital photography values
Great video, thanks for sharing! One question, if you have time or anyone reading this knows. I'm new to Substance Painter and I can't figure out why dropping a vector image onto a model has aliasing all over the edges. The materials look good and sharp, but a vector on a model looks jagged and low res. No idea what's causing it. Thanks
@@ArtOfPilgrim Hey, thanks for getting back to me, I appreciate it. I don't think it's caused by any of the suggestions you've mentioned. Sounds like this could be a difficult one to fix without actually showing you. I asked on the off chance it's a common problem that could easily be fixed, but it doesn't sound like it. I'll keep looking for answers, but thanks for the reply regardless.
i tend to do ACES or LOG and change color profile to sRGB which helps aswell while texturing but indeed as u mentioned can be misleading at times depends on the UE setup youre trying to mimic
yes/no - i didn't include it because it can kind of be misleading when texturing - fine for rendering/in-game but perhaps not so much for texturing phase.
@@ArtOfPilgrim yeah, you're right. Every post-effect is misleading. But when you work in linear you may miss PBR values because the colors look washed out.
@@johnnytwinjacket that's a really good one but you should adjust with the color profiling by yeah everything is misleading cause if even your monitor is off it's all off haha
Great thanks a lot! Additionally; as a photographer and an environment artist I'd recommend arranging your focal length to 50 mm instead of arranging FOV because 50 mm is most least distortion-causing length regarding digital photography values
2:13 - I am wondering if there is any way to export from Marmoset HDR to Substance Painter? Marmoset's HDR file format is .tbsky, damn.
Active bend normals and change tone mapping to aces.
Changing your color profile to match your engine of choice is one of the better...and cheaper....solutions.
Great tips! Is there a way to ensure these settings are configured by default with each new project?
pls make a video how to create realistic textures in substance painter
Great video, thanks for sharing! One question, if you have time or anyone reading this knows. I'm new to Substance Painter and I can't figure out why dropping a vector image onto a model has aliasing all over the edges. The materials look good and sharp, but a vector on a model looks jagged and low res. No idea what's causing it. Thanks
@@delta_shift it could be a multitude of reasons. Like document resolution, bad UVs to low Res monitor.
Could any of these be the issue?
@@ArtOfPilgrim Hey, thanks for getting back to me, I appreciate it. I don't think it's caused by any of the suggestions you've mentioned. Sounds like this could be a difficult one to fix without actually showing you. I asked on the off chance it's a common problem that could easily be fixed, but it doesn't sound like it. I'll keep looking for answers, but thanks for the reply regardless.
Thnx man for sharing the trick, would love to see the entire game art course
i tend to do ACES or LOG and change color profile to sRGB which helps aswell while texturing but indeed as u mentioned can be misleading at times depends on the UE setup youre trying to mimic
Great Video! Totally improved my experience! Is it possible to save these settings as default?
why your toolbag4 viewport in 4k resolution looks very normal, i'm in 4k viewport is blurry, everything else is ok except viewport.
Great stuff! Thanks for sharing
Awesome, any video on ACES workflow in Substance Painter?
Dont be afraid to use vray to check results.
Prototype 17 cool gun 😎
👍
Step 7: use ACES tonemapping.
yes/no - i didn't include it because it can kind of be misleading when texturing - fine for rendering/in-game but perhaps not so much for texturing phase.
I find that sensitometric tonemapping looks almost the same as aces in marmoset, so if you texturing for render in toolbag, you can use it
@@ArtOfPilgrim yeah, you're right. Every post-effect is misleading. But when you work in linear you may miss PBR values because the colors look washed out.
@@johnnytwinjacket that's a really good one but you should adjust with the color profiling by yeah everything is misleading cause if even your monitor is off it's all off haha
I think there is a filter called pbr validation, it Helps you get the right values @@polozad