![]() ![]() Like you could save a smart material everytime you finish a new asset to develop a good habit.ĭepending on your SP shader and target rendering engine, you may need to add or remove channels and the exported maps. There could be lots of situations and possibilities in which you need your works from the past, so to keep it short, try to create a library for yourself. Also sometimes there might be a gap between working on two similar assets. ![]() Actually masking in Substance Painter could get really complex considering its powerful procedural system (even better when using Substance Designer along with SP) and the toolsets like of Generators or Anchor Points.ĭown the production pipeline, you will probably need the unique look you are currently spending your time on, again. A simple example would be instead of painting directly on height channel, try painting a mask for a fill layer with height slider to control the depth whenever you want. One of the best ways to get that control, is to let masking be in charge wherever you can. To achieve that goal, you need to have control over every visual element you put on the screen. ![]() You have to be flexible in terms of art-direction, like trying different looks and explore ideas rather quickly for the directors. The first one is really important, actually. I’ve been doing it, and decided to share 10 tips and tricks I picked up along the way. As a texturing/look development artist in those studios, you have to tackle SP on a daily basis. Substance Painter is firmly integrated into pipelines of many animation/VFX studios around the world. ![]()
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