Substance Painter is a bit finicky about UVs, and I find that a lot of models from Gumroad and Artstation have issues when baking maps. Here's my workflow on how to fix the issues.
Thank you very much for your tutorials. I had a lot of questions about UVs in Houdini. After watching two of your videos, everything became much clearer.
The reason that first model has a UV like that is because it's not intended for painting on.These models are designed to be used in a modelling program to put together to build your own larger model, and then it's down to you to UV them how you need them because the creator of the kits doesn't know how you are going to UV in your workflow, what they have done is given the UV's a simple cube map that allows you to put a simple seamless material texture directly on the models and it will act seamlessly on the model so you can preview materials while modelling.
Also if you're changing the UV's externally, you don't have to keep shutting painter down, just go to edit and change the project settings to the new model, then rebake the textures in texture settings.
Nice rundown :) the issue with the UVs importing like that should really just come down to the modeller not setting them up right. Some people aren't that bothered with UVing, or have no clue about it at all since it can be a hastle to do right and is kinda one of the least covered topics in 3D these days. To get really nice UVs for more complex models you really have to do it by hand. Many forget to look at the texel density as well which also creates problems when using texture painting programs cuz the different UV islands have different scales. Tools like the auto UVs are becoming much better though and for something like your kitbashing is probably the way to go just for speed. Saying that maybe check out the new Auto UV tool in Substance Painter :)
Actually it's not that they're not bothered about UV's, they are actually UV unwrapped, and in a very specific way. These models are designed to be used in a modelling program to put together to build your own larger model, and then it's down to you to UV them how you need them because the creator of the kits doesn't know how you are going to UV in your workflow, what they have done is given the UV's a simple cube map that allows you to put a simple seamless material texture directly on the models and it will act seamlessly on the model so you can preview materials while modelling.
Basically the same exact way as you would for 3Delight which I showed, as well as Arnold. I believe Substance Painter even has a Redshift export preset. But basically you want an Albedo/Diffuse texture, a Roughness map, a Normal Map (optional), a Displacement/Height map, and that's basically it. In some cases, depending on your model you can also have an Emission map and an Opacity map if you have those things in your model. You can refer to my Redshift PBR tutorial as to where to plug those maps in.
Thank you very much for your tutorials. I had a lot of questions about UVs in Houdini. After watching two of your videos, everything became much clearer.
The reason that first model has a UV like that is because it's not intended for painting on.These models are designed to be used in a modelling program to put together to build your own larger model, and then it's down to you to UV them how you need them because the creator of the kits doesn't know how you are going to UV in your workflow, what they have done is given the UV's a simple cube map that allows you to put a simple seamless material texture directly on the models and it will act seamlessly on the model so you can preview materials while modelling.
Also if you're changing the UV's externally, you don't have to keep shutting painter down, just go to edit and change the project settings to the new model, then rebake the textures in texture settings.
I just bought a few of these scifi greebles and panels right before opened your video! :DD I love Oleg's work!
Nice rundown :) the issue with the UVs importing like that should really just come down to the modeller not setting them up right. Some people aren't that bothered with UVing, or have no clue about it at all since it can be a hastle to do right and is kinda one of the least covered topics in 3D these days. To get really nice UVs for more complex models you really have to do it by hand. Many forget to look at the texel density as well which also creates problems when using texture painting programs cuz the different UV islands have different scales.
Tools like the auto UVs are becoming much better though and for something like your kitbashing is probably the way to go just for speed. Saying that maybe check out the new Auto UV tool in Substance Painter :)
Actually it's not that they're not bothered about UV's, they are actually UV unwrapped, and in a very specific way. These models are designed to be used in a modelling program to put together to build your own larger model, and then it's down to you to UV them how you need them because the creator of the kits doesn't know how you are going to UV in your workflow, what they have done is given the UV's a simple cube map that allows you to put a simple seamless material texture directly on the models and it will act seamlessly on the model so you can preview materials while modelling.
really awesome video bro tnks
You safe me bro, thanks a lot
Thank You very much!
Thank you .... very very very nice
Houdini tools are great, but why not use Substance Automatic UV Unwrapping tool? For most case its good enough.🤔
very useful, thanks.
Could you show us, if possible, the best way you think to export from Substance Painter to Houdini to render with Redshift?
have you looked at Livelink plugin?
@@noiseworks I will do, thanks
Basically the same exact way as you would for 3Delight which I showed, as well as Arnold. I believe Substance Painter even has a Redshift export preset. But basically you want an Albedo/Diffuse texture, a Roughness map, a Normal Map (optional), a Displacement/Height map, and that's basically it. In some cases, depending on your model you can also have an Emission map and an Opacity map if you have those things in your model. You can refer to my Redshift PBR tutorial as to where to plug those maps in.
how i do it in cinema4d pleas ????
Unfortunately I don't use Cinema 4D so I don't know. Sorry!