Substance Painter 1.x

Substance Painter 1.x

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Exporting / Creation Engine / Gloss&Spec
Hi there! I just wanted to make sure IM understanding a few aspects of exporting and the workflow in general... I also have a few questions.
Everything I list is FROM MY understanding so please correct me if IM wrong!

First, from what I gathered, There are 2 types of workflow. The physics based one that painter revolves around, and one that out-puts a Glossiness and specular map. I know you can add and get rid of these channels at will so how does that work with almost completed projects? Or something that was done entirely using PBR... But you want to export getting a spec/gloss texture? Can all this be done when configuring your export settings... And will it just convert the roughness and metallic?

The project IM working on is for fallout 4 which I know uses specular and glossiness maps. I've done a lot of texturing in skyrim but never using substance painter. Ultimately, I need a configuration for exporting to the Creation engine.
I would LOVE it if someone could list this setup or better yet, a picture of it.

Thanks Sooooo much for reading!
Appreciate the help!!!
-Tomak
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http://imgur.com/g6gzJ3Y

You don't need to paint in spec and gloss channels, you need only to add them. Metal/rougness will automatically convert on export.

Colored specular is better for metal, and greyscale spec is for non-metal (though I dont know if Fallout 4 supports colored spec)
Last edited by 僕の名前 (仮); Feb 13, 2016 @ 6:03am
Or you can do this. It's even better, because you don't need to add spec/gloss/diffuse channels: http://imgur.com/9xhrRzp
Lucas Tomahawk Feb 14, 2016 @ 1:51am 
Ok awesome thanks for the reply! One more question. What if my model already has a specular map.... I want to make my changes to the texture including the OLD specular map.
How do you add that in? I can place the old spec map in the channel but do I have to do that for every single layer? Thanks again -Tomak
僕の名前 (仮) Feb 15, 2016 @ 11:50am 
I have no idea, never loaded any non-pbr textures to painter. In Designer you can just use conversion node.
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