More videos like these are absolutely needed. SL relies on content creation, to be accurate, efficient content. I hope I can see more tutorials from you guys to keep the platform going! Thank you a lot, you keeping the game alive. And don't worry a bit if you have to get into detail. That's even better!
I can't thank you enough for this video. I've been trying cobbling this stuff together for years and made a few decent objects for SL, but was ready to give up on Substance. This video is a game changer. It really fills the (major) gaps. Thank you thank you thank you!
@@Ann-lj4nn Hi Amber, glad you enjoyed the tutorial! ❤️ I got the idea from a Maylee Oh twitch stream but she didn't actually show how to make it in Photoshop, but as a few peeps have asked about that, I'm planning on making a quick little tutorial on how to edit HDR maps from Substance Painter in Photoshop. TLDR: make sure you subscribe and click the bell icon so you'll get a notification for the next video 😊
second life has a reference HDRI on their wiki for PBR materials that is very very close to the new midday environment setting. you can get almost 1:1 results between your modeling/texturing app and SL with it.
incredible video congratulations on the content I loved, you could teach how to reduce the content created for a lesser impact on the land, I feel very doubtful about it and so that I can take my next step in the creations I needed to know the procedure
I've been making mesh for 19 years and worked with several games engines during this time. Been using Second Life for 14 years. One thing that frustrates me about this engine is the fact that you can only see the mesh at its best intended quality if your PC can handle the extra maps/advanced lighting etc. I have two sims that are dependant on a custom environment I made which, in turn is dependant on 'Advanced Lighting' being enabled. It's such a shame but I guess that's just how it is. I suppose that these days most people have good enough computers to see those things though lol.
Awesome tutorial, Jack! I was unaware though that SL resizes 1024x1024 textures. I thought it only did that if they were 2048x2048. I am one of those who resizes in Photoshop, so I am particularly curious now, and I'm going to run a test or two on some of my meshes to see if I can get better results by not resizing. I'll reply what I find!
Hi! Thank you! I'm not sure if I explained well in the video, but what I meant to detail is the difference between two processes: 1st (most loss of quality): SP 2dview map at 2048 -> Photoshop resize to 1024 -> Photoshop export to JPEG -> Upload to SL (JPEG convert to JPEG2000) 2nd (least loss of quality): SP 2dview map at 2048 -> Upload to SL (png convert to JPEG2000 and resize to 1024). There are of course different variations but I just wanted to explain that the 1st process is more likely to result in a loss of quality, while the 2nd results in the least possible loss of quality. What Second Life does is convert whatever image you upload (be it JPEG, PNG or TGA) and convert it to a JPEG2000, and if it is 2048, it is resized to 1024 as well. In general, I do the second process just because it involves the least amount of converting. Then if I do need to do any editing in Photoshop, I just make sure to save directly back to a 2048 PNG file. Hope that clarifies 😊
Detailed and clear tutorial! Interested in how would you embed light, spec and normal information into diffuse, cause a lot of people on sl are not able to be on ultra settings all the time? Tnx!
Hi Venom! I actually recorded this part but forgot to put it in the video, doh! Substance Painter allows you to export a 2DView map which has the lighting baked into the texture. I have recently adjusted my workflow to make the easier, but for now, head to 54:30 and watch how I export the other maps. To export 2Dview, all you need to do is go to Global settings > Output template > 2dview. Hope that helps
Not sure if you skipped it by mistake or I can’t find it but...can you explain where you export the diffuse textures you used in SL (the .pngs ending in “2D_View”?
Ah doh! So sorry, I must have accidentally cut that bit out. Open up the export dialog as shown in the video for the other maps, then under 'Global settings' go to the drop down menu 'Output template' and choose '2D View' - it's at the very top. Hope that helps! ❤️
@@ChiMiaSecondLife The interface is a lot different on my version but I managed to figure it out. This was a very useful video and answered some questions I haven't found info on elsewhere. Thank you very much!
Hi Krioson! It's pretty much a basic copy paste job in Photoshop but I'll be making a kinda "quick tip" video next on how to edit these environment maps in Photoshop so if you subscribe and tap the bell icon you should get a notification when it goes up!
Out of curiosity, you say “you’d have set up your UV maps already” how so we do that? I’ve created objects but have no idea how UV maps work if they’re needed for substance pendant
Absolutely need them for this process. You do that in blender when you create your mesh, you need to mark the seams where the UV map will unwrap and unwrap. Once you do that bring your mesh over to Substance, the program will read that info and then you bake those maps in order to be textured while in Substance.
Quick tip tutorial just uploaded on how to make the two-sided environment map mentioned in this video! Hope you enjoy
I love you! I came back for the shadows!
BIEN!
More videos like these are absolutely needed. SL relies on content creation, to be accurate, efficient content. I hope I can see more tutorials from you guys to keep the platform going! Thank you a lot, you keeping the game alive. And don't worry a bit if you have to get into detail. That's even better!
That shadow plane section was just what I was looking for! Thanks so much!
I can't thank you enough for this video. I've been trying cobbling this stuff together for years and made a few decent objects for SL, but was ready to give up on Substance. This video is a game changer. It really fills the (major) gaps. Thank you thank you thank you!
Aww I'm so glad you enjoyed it! ❤️ Good luck with your meshing journey!
Yesss! I LOVED this! I would love to see more for substance painter! Thank you for sharing your creativeness with us!
Can you also link to wherever you found how to do the two sided panorama?
@@Ann-lj4nn Hi Amber, glad you enjoyed the tutorial! ❤️ I got the idea from a Maylee Oh twitch stream but she didn't actually show how to make it in Photoshop, but as a few peeps have asked about that, I'm planning on making a quick little tutorial on how to edit HDR maps from Substance Painter in Photoshop. TLDR: make sure you subscribe and click the bell icon so you'll get a notification for the next video 😊
@@ChiMiaSecondLife Thank you!! I subscribed halfway through the video! 😂 Hitting the bell now!
@@Ann-lj4nn th-cam.com/video/shLtMJlEM7w/w-d-xo.html video now up!
second life has a reference HDRI on their wiki for PBR materials that is very very close to the new midday environment setting. you can get almost 1:1 results between your modeling/texturing app and SL with it.
great video! Awesome tip on the double panorama.
Great video ;) thanks for sharing so much valuable information on your process. Definitely picked up a few great tips (double panorama)!
incredible video congratulations on the content I loved, you could teach how to reduce the content created for a lesser impact on the land, I feel very doubtful about it and so that I can take my next step in the creations I needed to know the procedure
I've been making mesh for 19 years and worked with several games engines during this time. Been using Second Life for 14 years. One thing that frustrates me about this engine is the fact that you can only see the mesh at its best intended quality if your PC can handle the extra maps/advanced lighting etc. I have two sims that are dependant on a custom environment I made which, in turn is dependant on 'Advanced Lighting' being enabled. It's such a shame but I guess that's just how it is. I suppose that these days most people have good enough computers to see those things though lol.
this is GOLD! thank you so much!
Awesome I just started creating so I think this amazing!!!
Awesome tutorial, Jack! I was unaware though that SL resizes 1024x1024 textures. I thought it only did that if they were 2048x2048. I am one of those who resizes in Photoshop, so I am particularly curious now, and I'm going to run a test or two on some of my meshes to see if I can get better results by not resizing. I'll reply what I find!
Hi! Thank you! I'm not sure if I explained well in the video, but what I meant to detail is the difference between two processes:
1st (most loss of quality): SP 2dview map at 2048 -> Photoshop resize to 1024 -> Photoshop export to JPEG -> Upload to SL (JPEG convert to JPEG2000)
2nd (least loss of quality): SP 2dview map at 2048 -> Upload to SL (png convert to JPEG2000 and resize to 1024).
There are of course different variations but I just wanted to explain that the 1st process is more likely to result in a loss of quality, while the 2nd results in the least possible loss of quality. What Second Life does is convert whatever image you upload (be it JPEG, PNG or TGA) and convert it to a JPEG2000, and if it is 2048, it is resized to 1024 as well. In general, I do the second process just because it involves the least amount of converting. Then if I do need to do any editing in Photoshop, I just make sure to save directly back to a 2048 PNG file. Hope that clarifies 😊
Detailed and clear tutorial! Interested in how would you embed light, spec and normal information into diffuse, cause a lot of people on sl are not able to be on ultra settings all the time? Tnx!
Hi Venom! I actually recorded this part but forgot to put it in the video, doh! Substance Painter allows you to export a 2DView map which has the lighting baked into the texture. I have recently adjusted my workflow to make the easier, but for now, head to 54:30 and watch how I export the other maps. To export 2Dview, all you need to do is go to Global settings > Output template > 2dview. Hope that helps
Also, apologies for the late response!
@@ChiMiaSecondLife Thanks for response! Looking forward to see your new workflow if u are willing to share with us :))
Not sure if you skipped it by mistake or I can’t find it but...can you explain where you export the diffuse textures you used in SL (the .pngs ending in “2D_View”?
Ah doh! So sorry, I must have accidentally cut that bit out. Open up the export dialog as shown in the video for the other maps, then under 'Global settings' go to the drop down menu 'Output template' and choose '2D View' - it's at the very top. Hope that helps! ❤️
@@ChiMiaSecondLife The interface is a lot different on my version but I managed to figure it out. This was a very useful video and answered some questions I haven't found info on elsewhere. Thank you very much!
what CPU and GPU is your laptop?
Hi Joseph, sorry for the late response! I’m working on an M1 MacBook Air.
Ok this has been my bane since i started using Substance, if you don't mind me asking how do you create a two sided environment map?
Hi Krioson! It's pretty much a basic copy paste job in Photoshop but I'll be making a kinda "quick tip" video next on how to edit these environment maps in Photoshop so if you subscribe and tap the bell icon you should get a notification when it goes up!
@@ChiMiaSecondLife Awesome thank you for that, and had done it already!! :)
@@Launcherq th-cam.com/video/shLtMJlEM7w/w-d-xo.html video now up in case TH-cam was naughty and didn't give the notification! 😂
Great tutorial! Especially in the context of creating 3D content for Second Life! Need more :) Like and subscription.
Out of curiosity, you say “you’d have set up your UV maps already” how so we do that? I’ve created objects but have no idea how UV maps work if they’re needed for substance pendant
Absolutely need them for this process. You do that in blender when you create your mesh, you need to mark the seams where the UV map will unwrap and unwrap. Once you do that bring your mesh over to Substance, the program will read that info and then you bake those maps in order to be textured while in Substance.
great one!
Hey where did you get the panorama map that you used?
th-cam.com/video/shLtMJlEM7w/w-d-xo.html
@@ChiMiaSecondLife Thank you so much!