Substance Painter to Blender - Export Textures - Substance Painter and back again

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  • เผยแพร่เมื่อ 16 ก.ค. 2020
  • From Zbrush to Blender to Substance Painter, and back again.
    This video will cover how to Export from Blender into Substance Painter, and how to Export your Textures BACK into Blender.
    Enjoy!! :D
    If I missed anything or if you have any questions about my process, leave me a comment!
    If you like this video, leave me a thumbs up and Subscribe to help this channel out!
    Thanks!
    Happy Sculpting!
    Michael
    If you're feeling stuck or distracted from your art, or from anything in your life, odds are you're missing the key element.
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ความคิดเห็น • 45

  • @bataghast
    @bataghast 3 ปีที่แล้ว +2

    Hell yeah! This turned out great, glad I could be of help.

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว +1

      Thanks for everything man! 🙏 You are always giving me so much help!

  • @knightowl2407
    @knightowl2407 3 ปีที่แล้ว +1

    Now this is excellent. Keep up the splendid work.

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว

      Knight Fish Thank you!! Hope this helps bring some clarity to the mess of programs out there. ;D

  • @junechevalier
    @junechevalier 3 ปีที่แล้ว

    Omg I have looked at other tutorials and I can say this is the best one! Thank you :D

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว +1

      Wow!! Thank you! I’m glad you found it useful! 🙏

    • @ramrover9826
      @ramrover9826 3 ปีที่แล้ว

      It by far is I was about to give up before I found this video. Great video!

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว

      @@ramrover9826 Right on. Glad to hear that!

  • @freeone77
    @freeone77 3 ปีที่แล้ว

    Great videos! Thank you!

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว

      freeone77 Thank you! 🙏

  • @ern_moldabek
    @ern_moldabek 2 ปีที่แล้ว

    Thank you! Good job!

    • @Gatz3D
      @Gatz3D  2 ปีที่แล้ว

      Thank you!! Glad it was helpful! :D

  • @Hellishinside
    @Hellishinside 3 ปีที่แล้ว

    Thank you so much! You are pro and very nice man! :)

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว

      Aw thank you! 🙏 I’m glad you are liking the format! More to come soon!!

  • @1.1st
    @1.1st 3 ปีที่แล้ว

    Hey thanks brooo

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว

      No prob!! Glad it was helpful! 👍👍

  • @MILO-ns6jo
    @MILO-ns6jo 3 ปีที่แล้ว

    great videos

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว

      Thank you!

  • @untrollable3212
    @untrollable3212 2 ปีที่แล้ว

    Thank you! but I have one question, so I did it and it worked perfectly but the on some parts of my model are like wicked bright when it is all one color

    • @Gatz3D
      @Gatz3D  2 ปีที่แล้ว +1

      Hey! That is interesting. It could be a few things.
      When using Smart Project for UV’s in Blender the UV’s come out pretty messy, so the texture ends up in places you don’t want it.
      It could also be the material in Blender that is assigned to your object. Maybe the roughness or metallic are changed on the material itself, which would affect the way the texture looks.
      Could also be that multiple textures from Sub Painter are overlapping and messing with each other, or an extra texture socket like emissive or height is messing up when plugged in inside Blender.
      Check the channels that each layer has in Substance Painter (color, roughness, height, normal, etc) and make sure that those are the only things plugged in in the shading menu in Blender.
      Also try unhooking things and see how it affects the textures to try narrowing it down.
      Hope this helps :P

  • @dannydance3706
    @dannydance3706 2 ปีที่แล้ว +1

    Hi! Nice video....im having big issues with the displacements / height maps exported from substance, into blender. I have no idea what im doing wrong - i export the textures the right way (i think), and then plug them in with the shortcut (shiht control t) - and the 3d printed materials from substance arent coming out well. any ideas?

    • @Gatz3D
      @Gatz3D  2 ปีที่แล้ว

      Hey man! Sorry to hear you’re having issues. Sometimes it’s a big process getting things to work between programs. First off, when you export the textures from Substance Painter, is there a channel for Displacement in the export settings for the preset you created/chose? Like RGB, Normal, etc? Also, you can change your view in Sub Painter to see only the Displacement map (Theres a menu in the top right of the viewport). Check in Sub Painter to make sure it looks the way you want it. And when you plug it into Blender what does it look like? Or does it show up at all?

  • @nicellisbrown
    @nicellisbrown 3 ปีที่แล้ว +1

    Yessssss

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว

      Hope this helps!! Let me know if I missed anything! ;)

  • @harpax2338
    @harpax2338 3 ปีที่แล้ว +1

    hello, i don't understand. When you export your texture, you don't choose blender output template. But blender is the one you created just before

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว

      You’re right! I forgot to mention that. When exporting to Substance Painter I exported the model as an Obj file. Just make sure all parts you want to export have UV’s, and are all combined (select all parts and press ctrl + J). When you go to File, Export in Blender, choose Wavefront Obj or Fbx, then be sure to select “Selection Only” on the right side of the save window. All the other export settings can be left alone. Hope this helps!

  • @jaypurrington6573
    @jaypurrington6573 3 ปีที่แล้ว

    ok, Node wrangler is clutch...
    I'm actually working on a sort of similar workflow right now.
    I have a character sculpted in Zbrush, just using dynamesh and getting to a point of moderate detail. Then I use GoZ into Blender (using GoB add-on) where I retopo and cut seams to make my UV sets. GoB back into Zbrush, subdivided up to the polycount of the original dynamesh subtool and project. From here I plan to possibly subdivide more and add in additional detail as I see fit (to the level of fabric texture and skin pores sculpted into the GEO and polypaint to guide my texturing). I also have each subtool polygrouped by the UV islands. I plan to export out FBX of my highest level subdivs and my lowest level for each subtool and have substance generate normal/displacement maps (I did this before month ago but coming out of Blender).
    The way you merged everything is an interesting thought tho, but i feel I'd lose some control with how I'm working now? I'd lose the ability to change subdivs per 'polygroup' at that point right? I also have no clue if my UVs would be retained as well.
    I haven't exported textures out of Substance yet but wow, the universal color picker and now this token system look pretty awesome! should be standards across all programs imo.

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว

      Jay Purrington Right on! Its all such a process. Im hoping to share my thoughts on baking high/low poly once I get there. I’m still figuring much of that out. 👍👍 Thanks for sharing your process as well!

    • @jaypurrington6573
      @jaypurrington6573 3 ปีที่แล้ว

      ​@@Gatz3D haha same here! I'd love to see what you figure out.
      This is the (if not one of) the videos I watched for what I'm talking about (Blender to Substance)
      th-cam.com/video/aqYyUQheyLc/w-d-xo.html
      Starts around 4:05

  • @MasterNinja786
    @MasterNinja786 3 ปีที่แล้ว

    Okay mine is different to use what config do i use as you used Documant channels+normals+AO(no alpha) and if so what was the point in setting up the blender file
    EDIT:NVM also i auto subbed xd

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว

      MasterNinja786 All good. Making the Blender preset, or any preset with Normal, RGB, Roughness, etc is just making a custom output for the specific channels youre exporting from Sub Painter. You can change it or add/subtract any channels at will, and it can be different each time depending on what you’re creating. Sometimes you don’t need a height map, or a metallic, etc.
      Hope you got it working!

  • @arubani-7592
    @arubani-7592 3 ปีที่แล้ว +1

    You’re very handsome btw.
    Thanks for the tut

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว +1

      Why thank you! 😄 Those are kind words! Glad you found it helpful as well!

  • @GravNevS
    @GravNevS 2 ปีที่แล้ว

    HELLO. is there a way to export emission lighting/glare to blender from SP?

    • @Gatz3D
      @Gatz3D  2 ปีที่แล้ว

      Hmmm... I think that would be a material thing in Blender. Im not sure what the settings for the pbr metallic shader in SP are like, but maybe it could mimicked in Blender using some shader nodes and specific settings?

    • @GravNevS
      @GravNevS 2 ปีที่แล้ว

      @@Gatz3D Hey thanks for responding. I think i figured it out. emmissive materials that are in a mask part of a substance painter layer wont export into blender at all? is there a function in the export setup on substance that can only export a fill layer that was masked?

    • @Gatz3D
      @Gatz3D  2 ปีที่แล้ว

      @@GravNevS I haven’t heard of any methods to export masking out of Sub Painter.
      Wish I could give you a solid answer.

    • @GravNevS
      @GravNevS 2 ปีที่แล้ว

      ​@@Gatz3D Lets say i import an obj into substance painter that came from blender. would there be a way to export the textures i make on substance painter to blender and keep the auto generated uv maps made by substance painter for the model that came from blender without any uv projection made in blender?

    • @Gatz3D
      @Gatz3D  2 ปีที่แล้ว

      @@GravNevS You might be able to export the UV’s from Sub Painter. Try exporting your file as an FBX from Sub Painter and see if the UV’s hold in Blender.
      I will say though, taking that extra time to create your own UV’s before importing into Substance Painter can save you loads of trouble later, especially if you’re making a character for games. If it’s just for a render and not animation or anything like that, you’ll probly be fine. :)

  • @tintacrua1726
    @tintacrua1726 3 ปีที่แล้ว +1

    well im gonna wait 100 years more to this operation be more simple :)

    • @Gatz3D
      @Gatz3D  3 ปีที่แล้ว

      Hahaha yes, it is definitely complicated. 😂😂
      I wish someone could do something about that. Maybe Blender will get some love one of these years and they’ll make an easier plugin for this sort of thing. :D

  • @kevinlei2218
    @kevinlei2218 2 ปีที่แล้ว

    omg it's pewdiepie

    • @Gatz3D
      @Gatz3D  2 ปีที่แล้ว

      @pewdiepie doesn’t know 🤫🤫