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    Substance and Sketchup Workflow

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    • Rich O BrienR Offline
      Rich O Brien Moderator
      last edited by

      The guys over at gametextures.com have a wood siding material...

      https://www.gametextures.com/wp-content/uploads/2016/02/screenshot0011-512x512.png

      Download the free D'oh Book for SketchUp πŸ“–

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      • JQLJ Offline
        JQL
        last edited by

        @kaas said:

        Anyone using Substance ever tried making overlapping wood planks? Something like this? http://www.textures.com/download/woodplanksoverlapping0030/46418
        Can it be done or should I better model it in 3d instead. I would be using the output in Unreal Engine (normal map / ao map / heigth map / roughness map).

        That is rather basic to make with substance designer, Specially if you don't need knots.

        If you need something as grungy as what Rich showed, it will be harder to make it realistic.

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        • K Offline
          kaas
          last edited by

          Thanks for the suggestions. Learning Substance is on my to-do list but I'm reluctant to start learning another complex program because I'm short on time. Went back to AwesomeBump and did some manual tweaking of maps in Gimp.

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          • A Offline
            applemango85
            last edited by

            Does anyone here use substance designer or b2m to create a material then bring it over to sketchup to render with the vray /indigo plugin?
            (Still figuring out if vray or indigo is best for me)

            I'm figuring out how substance could help me in my workflow so any experience from other members would be great to read about

            Thanks

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            • JQLJ Offline
              JQL
              last edited by

              Substance designer creates textures and these textures can be used in any render engine if they are exported as bitmaps.

              I don't know about vray or indigo, but Thea has a Substance Converter where you input a substance .sbsar file, edit all available parameters of the file and create a Thea material with a click of a button.

              I use Designer for all material creation.

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              • jujuJ Offline
                juju
                last edited by

                @jql said:

                Substance designer creates textures and these textures can be used in any render engine if they are exported as bitmaps.

                I don't know about vray or indigo, but Thea has a Substance Converter where you input a substance .sbsar file, edit all available parameters of the file and create a Thea material with a click of a button.

                I use Designer for all material creation.

                Exporting / saving the various kinds of files for a texture created in Designer, you can compose this in Indigo AFAIK. So, no, not a converter available but still usable in Indigo with a little more effort.

                Save the Earth, it's the only planet with chocolate.

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                • Rich O BrienR Offline
                  Rich O Brien Moderator
                  last edited by

                  it is easy set designer to convert maps. but there's no correct roughness/metallic to spec

                  that needs some extra work to get right. the thea converter matlab is your friend in this instance.

                  Download the free D'oh Book for SketchUp πŸ“–

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                  • JQLJ Offline
                    JQL
                    last edited by

                    @rich o brien said:

                    it is easy set designer to convert maps. but there's no correct roughness/metallic to spec

                    that needs some extra work to get right. the thea converter matlab is your friend in this instance.

                    But you can use the Spec workflow if needed, instead of the Roughness/Metallic.

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                    • Rich O BrienR Offline
                      Rich O Brien Moderator
                      last edited by

                      I find the viewport display for that in designer to reflect the render output in Thea.

                      And because of the difference in how metal appears in SD spec/gloss as compared to Thea it's an uphill battle.

                      For straight up non-metals it's fine though.

                      Download the free D'oh Book for SketchUp πŸ“–

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                      • JQLJ Offline
                        JQL
                        last edited by

                        @rich o brien said:

                        I find the viewport display for that in designer to reflect the render output in Thea.

                        And because of the difference in how metal appears in SD spec/gloss as compared to Thea it's an uphill battle.

                        For straight up non-metals it's fine though.

                        True! PBR roughness/metalic is the way to go with Thea, however Spec/Gloss might be useful for other engines, that's why I posted.

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