Workshop 1: Asset Design
Substance Painter
Asset 1
Scifi (Crate/Container)
(Shift + Right Click) - Move Lighting .
(Cntrl + Left Click) - Transparency.
(1) - Paint.
(2) - Eraser.
File new project - *Unreal settings*.
(Don’t tick) - Compute tangent space fragment.
Texture set Lists: (names of material).
Texture set settings: (Channels: Base Color, Metallic, Roughness, Normal).
Shelf: Alphas (Work directly with brush).
- Pretty materials.
Smart Materials: Fill Layer (properties - change) +add another fill layer - White mask+ lets information through, black mask is completely transparent.
Texture set settings. Baking:(untick ID): open high poly.
- Resolution 2048.
- 2x2 Subsampling .
Bake all texture sets.
Properties - Add layer - change propperties add materials to the channels.
- New Fill Layer -Black Mask + Generator (mask builder), (Dirt layer) - *to be able to paint on this mask (leave to last) save as a smart material before creating smart material.
Add folder to scene - select everything + click and drag into folder.
Alphas - Add layer - High information; almost like stamps adding detail (buttons ext).
Particles : creates an oil effect.
Projection - Dragg reference image into base color, to create a texture base.
Exporting: Export textures - Right click _ Configuration_Unity5 (standard metallic) NO padding.