![]() The painting will only be visible in the masked area. Select a brush or stamp and start painting. If you select the Fill layer again and change the base color in the Properties menu, you will see the updated color in the masked area. The icon menu along the top lets you triangle fill, Polygon fill quads, Mesh fill separate parts, and UV chunk fill, and change the selection positive or negative. The color from the Fill layer will show up in the faces you selected. You can open 3D/2D view and drag your mouse over the faces to select. (Or press 4, press 1 to select the Paint tool to stop.)Ĭlick on the faces where the paint layer should be visible. Select the Polygon Fill tool left tool menu Right-click on the folder and select Add black mask. Select the Folder icon, it will create a new layer. Select a Base Color from PROPERTIES or use a material from the SHELF. If you turn off color, metal, rough, nrm the stamp will only effect the bump. To add negative or positive height to the stamp: Select the Paint Brush icon, this will create a new layer ![]() To change the blending mode, click on the arrow next to Norm to see the list of blending mode options, similar to Photoshop. Select the Paint Brush icon from the LAYERS window, it will create a new layerįor every layer, the default blending mode is Norm (normal). Highlighting the channel will turn it on or off. If you scroll down you will find the Material menu where you can tweak specific channels such as color, height, roughness, metallic, normal height. Under PROPERTIES, you can adjust the scale, rotation, offset of the material. Select a material you like from the SHELF window or change the Base Color. Select the Fill Bucket, it will create a new layer Select the shader you would like to paint. This is where you can paint on the discrete layers. Select Edit->Bake Mesh Maps A window will appear.Ĭhange the Output Size to match your project resolution 2048 This is where the resolution, channels and associated mesh maps can be managed. Zoom and Tumble are the similar to Maya, use the Alt key. Notice there is also a Template for Unity.ĭeselect Auto-unwrap unless you did not set the UVs in Maya. You might try UV->Automatic (This will not be the correct approach for all shapes.)įiles of type: DAE_FBX export (FBX and OBJ work as well.)Ĭlick on the down arrow across from Templateįor Opaque materials use ASM - PBR Metallic Roughnessįor Glass or transparent materials use ASM - PBR Metallic Roughness Alpha-blend Open UV->UV Editor to double check your UVs. If the UVs need adjustment, backup a copy of your object or file. You should re-name all your shaders and all your objects.Īll the UVs for your object should be properly unwrapped.įor best results, the geometry per Shader should fit into one texture square, with no overlapping. Substance Painter by Wiley Wiggins and Carrie Chen
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