Join Brian Bradley for an in-depth discussion in this video An overview of your material, part of 3ds Max: Substance to Arnold.
- [Brian] With both the ground…and wall materials added to our scene…and in various formats in the case of the walls…time to move into Substance Painter now…and take a look at how we might go about…outputting the textures for our robot character…in order to get it ready for rendering in Arnold as well.…As a side note depending on the…version of Substance Painter that you were using…it is possible upon opening the start file here…that you will get a warning telling you…about a new way to select a project in Substance Painter.…All you need do though is click OK,…select the start file from the exercise files download,…and everything should be just fine.…
Now, in this instance, we do have a…little bit of extra work to do…as compared to the substance designer outputs…that we worked with in the previous chapter…given that we now have three sets of maps…with which we will need to deal…simply because Substance Painter…works with what it calls texture sets…which directly correlate to the material ids…or material assignments that we have…
- Why should we use substances?
- Choosing a substance workflow
- Using Bitmap2Material in 3ds Max
- Building up your material
- Working with substances and maps from the Designer application
- Using a substance with Arnold
- Improving your substance results
- Exporting your map types
Skill Level Intermediate
Substance Painter Essential Trainingwith Wes McDermott5h 55m Intermediate
3ds Max 2018 Essential Trainingwith Aaron F. Ross10h 10m Beginner
1. An Overview of the Substance Toolset
2. Using Bitmap2Material inside 3ds Max
3. Working with Substances from the Designer Application
4. Working with Maps from the Designer Application
5. Working with Maps from the Painter Application
Next steps1m 25s
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