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* |
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^ Common (part 1) |
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a) Greeting window |
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- Start painting -- we'll see default avatar |
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b) File > Open Sample -- here we can see other prepared samples |
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c) Window > Reset UI -- for returning interface to the initial condition |
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d) Window > Views -- we can see switched on windows (ticked) and off (not ticked) |
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- Switched off windows we can see in the very right sidebar with small signs. If we put on them, we see windows |
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e) F1 -- viewport of 3d and texture |
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- F2 -- only 3d (perspective) view |
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- F3 -- only texture view |
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- F4 -- switching between 3d view and texture one |
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f) Window Assets -- default in the left sidebar; materials |
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^ Display Settings |
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a) Environment Map -- can see different sort of HDRI maps |
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b) In the process of texturing we should use several HDRI maps for better result |
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- Better use neutral HDRI maps |
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c) Default map is Panorama |
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d) Environment Opacity (default 0) |
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e) Environment Exposure (EV) (default 1) |
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f) Environment Rotation (holding shift + RBM) |
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^ Display Settings (part 2) |
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a) Environment Blur |
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b) We can also tick Shadows (default not tick) |
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- here we can set shadow opacity |
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- Computation Mode (default Lightweight) where no visual difference compared to others |
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c) Camera Settings |
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- Preset (default Camera) |
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' it might be useful for front and other cameras |
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- Can change 'Field of View' or 'Focal Length' |
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' they depend between each other |
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d) Activate Post Effects (default not tick) |
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- Author use Rendering in other 3d programmes |
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- but here we can make simple setting (vignette, contrast and so on) |
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e) Activate Temporal Anti-Alising (default tick) -- allows to smooth edges of objects |
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- Accumulations -- a parameter for accurate smoother |
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f) Activate Subsurface Scattering (default not tock) -- for avoiding negative effect when edges give red color because of light |
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- before we need set map |
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^ Display Settings (part 3) |
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a) Activate Color Profile (default not tick) |
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- maybe sometimes useful, but we should see texture in reality |
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b) Viewport Settings > Texture Filtering |
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- default Medium |
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- with obtuse angles we can see more clear objects, but don't forget about pressure |
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c) Mesh Wireframe |
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- can switch on (default off) 'Show Mesh Wireframe' |
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^ Shader Settings |
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a) For testing we use |
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- Spec Gloss |
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- Metallic Rough |
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- Metallic Rough with Alpha (Blending or Test) |
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b) Quality (default 32), but if we want quicker, can decrease up to 4 |
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- i've set 16 |
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c) Tessellation -- adjusting we have a map of models |
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^ Common (part 2) |
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a) Shift + RBM (holding) -- changing directions of default light |
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- the same in Environment Map > Environment Rotation |
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b) Default Light can be set in tab (the top vert sidebar) 'Display Settings' |
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c) Centering object (F) |
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d) Rendering (Iray) -- on the top menu (right) we can see a sign of snapshot |
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- not ideal variant to render in Substance Painter |
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e) 2 types of |
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- Free Rotation (like in ZBrush) |
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- Constrained Rotation (default) better |
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^ Import Models |
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a) via File > New project (Ctrl + N) |
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^ File > New project (Ctrl + N) |
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a) in Template we can select different templates for different engines |
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- i've chosen Metallic Roughness (starter_asset) |
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- we can change it in the process of work |
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b) import models usually with format .fbx or .obj |
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c) Import Settings |
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- Import Cameras (default tick): we can import cameras, if they're in a file of a model |
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- Import Auto-unwrap (default tick) |
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d) Project Settings: for resolution of textures |
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- Document Resolution: 1024 (default) |
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- Normal Map Format: Directx (default) |
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' we can change into OpenGL |
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e) Import Baked Maps: helps to see better models |
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5 min |
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