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    Substance and Sketchup Workflow

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    • KrisidiousK Offline
      Krisidious
      last edited by

      Awesome. that's why I installed Blender, not for this but for my Simulator Mod. Some guy over in that forum made a blender plugin to import and export the models, so I was testing it to replace Max... as I hate Max. next on my list was testing Blender's UV mapping & unwrapping.

      Though, in the mean while I found something else... and it's kinda awesome. 3D Coat.

      It also does some fantastic "re-topology"...

      By: Kristoff Rand
      Home DesignerUnique House Plans

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      • R Offline
        roland joseph
        last edited by

        These guys are very good...although I have not started, the curriculum looks really thorough and the approach seems to be for dummies like me. πŸ˜• !

        Looks like a great way to get to know the entire "Substance" science and application.

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        • JQLJ Offline
          JQL
          last edited by

          Roland I've been following Substance Videos and although my own substances are still bitmap based, I really can tell this is big!

          Nothing you can't do with it.

          I'm taking advantage of Thea's Substance Converter so the simplest workflow for me is as follows:

          • Sketchup Model;
          • Export to Blender using Blendup (free for up to 1000 faces wich is not much so better buy it);
          • UV Unwrapping within Blender with Smart UV Project (wich is automatic, fast and easily tweakable);
          • Export as Collada;
          • Import collada into sketchup and run Cleanup3 to merge faces keeping UV;
          • Import into Substance Designer and work your texturing;
          • Publish your substance as high as 16k textures (If you have enough GPU ram, I have a Titan X)
          • Convert Substance to Thea material using Thea converter;
          • Apply material in Collada model using Thrupaint to keep UV modes.
          • Render!

          www.casca.pt
          Visit us on facebook!

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          • KrisidiousK Offline
            Krisidious
            last edited by

            @jql said:

            I'm taking advantage of Thea's Substance Converter so the simplest workflow for me is as follows:

            • Sketchup Model;
            • Export to Blender using Blendup (free for up to 1000 faces wich is not much so better buy it);
            • UV Unwrapping within Blender with Smart UV Project (wich is automatic, fast and easily tweakable);
            • Export as Collada;
            • Import collada into sketchup and run Cleanup3 to merge faces keeping UV;
            • Import into Substance Designer and work your texturing;
            • Publish your substance as high as 16k textures (If you have enough GPU ram, I have a Titan X)
            • Convert Substance to Thea material using Thea converter;
            • Apply material in Collada model using Thrupaint to keep UV modes.
            • Render!

            πŸ‘ πŸ‘ πŸ‘ πŸ‘ πŸ‘ πŸ‘ πŸ‘ πŸ‘ πŸ‘

            By: Kristoff Rand
            Home DesignerUnique House Plans

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            • R Offline
              roland joseph
              last edited by

              @unknownuser said:

              Roland I've been following Substance Videos
              The link leads to a new set of videos available as of yesterday so you haven't followed theses ones.

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              • JQLJ Offline
                JQL
                last edited by

                I can tell you Kris, I can predict this becoming big at our office.

                Materiallity is a big deal in architecture, there's no hatching or physical model that can replicate it!

                I'm thinking of conceptual creative work based on procedurally generated textures with sketchup basic shapes and, in the future, maybe even blender...

                www.casca.pt
                Visit us on facebook!

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                • jason_marantoJ Offline
                  jason_maranto
                  last edited by

                  I am glad you found a workflow that will allow you to incorporate Substances -- they are worth it IMO.

                  I create video tutorial series about several 2D & 3D graphics programs.

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                  • JQLJ Offline
                    JQL
                    last edited by

                    @jason_maranto said:

                    I am glad you found a workflow that will allow you to incorporate Substances -- they are worth it IMO.

                    Thanks Jason,

                    Some procedural only work well at 4k, as they have to be upscaled for 8k or 16k. That is the only limitation I'm aware for now.

                    www.casca.pt
                    Visit us on facebook!

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                    • R Offline
                      roland joseph
                      last edited by

                      Gee, I never thought I'd see an SU/Substance workflow but you guys are breaking ground.... πŸ˜•

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                      • KrisidiousK Offline
                        Krisidious
                        last edited by

                        Well, we know we're not breaking ground, we may be able to use some substance outputs, but we're under no illusions that we're using true substances or that we will be able to. But, like with most things in Sketchup, it may not be top end, but it's good enough. I don't need live rendered substances, I just need good looking textures for on the fly renders. If I can take it out and take it to SD and get a better look and it doesn't take too long? I'll take it. But, I'm not selling renders... Pro Rendering guys may not think this passes the sniff test. And they're probably right. I'd call it a shortcut.

                        By: Kristoff Rand
                        Home DesignerUnique House Plans

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                        • K Offline
                          kaas
                          last edited by

                          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).

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                          • Rich O BrienR Online
                            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.

                              www.casca.pt
                              Visit us on facebook!

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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.

                                    www.casca.pt
                                    Visit us on facebook!

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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 Online
                                        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.

                                          www.casca.pt
                                          Visit us on facebook!

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                                          • Rich O BrienR Online
                                            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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