Nice dude! Love seeing people get their feet wet in the software.
Based on the style you’re aiming for you should check out this Gumroad account...
They do stylized Substance Designer tutorials for CHEAP!
And follow this artist on Artstation for some cool stylized inspiration...
> DDO was a nice Photoshop plugin, but I think Quixel discountinued it.
Let me introduce you to Quixel Mixer, the standalone successor of DDO. And now completely free!
It's still in beta-ish state, but with Epic's money backing it it's sure to develop a lot.
Yea, don't even think about it. We are talking about Adobe my dude... I don't think Allegorithmic have any word in it sadly.
But ofc you can try: https://www.substance3d.com/contact/ Ask them.
If you’re not going to help why did you choose to be a jerk? OP’s asking for help. And the links you smugly sent aren’t what he asked for. He wants stylized work, not realistic. And where they have some in-between relations the workflow and style are completely different.
He needs to see tutorials from Tobias Koepp: https://tobiaskoepp.com/albums/626149 and 3dex: https://gumroad.com/3dex
The substance academy tutorials are a great starting point and very well made.
https://academy.allegorithmic.com
After you have done some of these you should be confident to have a play around in the software and know which direction you want to go, then seek out some more tutorials made by other people
Daniel Thiger's fundemetals series is really good - https://gumroad.com/dete
Kirill at 80 Level kindly interviewed me on my process for the asset pack.
You can download it for free on the Marketplace for March
https://www.unrealengine.com/en-US/blog/featured-free-marketplace-content---march-2019
Once you become a Marketplace seller you get access to a forum where sellers can chat and it outlines how the free month works.
If you're not a seller I'd say if you would like to know more in detail your best best is to ask Epic direct - there's an email for contacting them on their FAQ https://www.unrealengine.com/en-US/marketplace-faq
Sorry if that's not a direct enough for ya!
If you love something set it free...for March!
https://www.unrealengine.com/en-US/blog/featured-free-marketplace-content---march-2019
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56 Fabric Materials in UE4
505 Textures @ 4K
1800 Material Instances & Functions
Thank you to Unreal for sponsoring and Allegorithmic for the sweet tools that make this possible :)
https://www.unrealengine.com/marketplace/wooden-floor-pack-03 heres an example, the cube on the right is one full texture on each side, I believe its 4k texture, the ground it sits on is maybe 20 by 20 of the material tiled because the uv of the floor is 20 0-1 uv areas wide and tall, so the final resolution of the floor is 80K. You will never ever ever get 80k resolution straight from painter. You need to tile the material in the node editor of your renderer or game engine. Sorry I scared you friend, I just meant to say that you are going to learn a lot more than you would expect by making a house while trying to learn painter. If you just want to learn painter then maybe making a small prop or piece of furniture would be better for learning that specific workflow. Have fun and do keep us updated!
EDIT
Something better, hold the windows key, press and keep pressing the right arrow key.
this will move the window from left to right, sooner or later it should come into focus on your active monitor(s)
if that does not work try up instead of right.
You can try is this:
https://winaero.com/blog/how-to-move-a-window-using-keyboard-only-in-windows-10-and-other-versions/
I tried this and it does work with the new substance graph window. The problem is you might not know what direction to move in to bring the window back to your main screen.
Hey
- Major issue: If we can not export a quad mesh again as quads from Substance, any further workflow is severely crippled and usage is very limited, no matter how good the unwrap tool is
- The unwrap seems very nice but there is no control. For my car, the useless bottom part took a lot of the space per example and the UV space was very poorly used https://hostr.co/fp1fePfIDYLf
- It is confusing and unnecessary that you need to delete the UV beforehand for it to work instead of just a checkbox existing to overwrite the current on import.
- (General Substance workflow: Not being able to drag and drop a mesh into substance to create a new file is a time waster)
Its good for a rough paint where you dont care if you ever use it again afterwards
The thing is you cant export the model in quads, so your mesh is basically fucked for further changes, its really a "just let me paint this quick and throw it into some render engine" - there is zero control also
https://hostr.co/fp1fePfIDYLf Here is my result of a car
Head to www.substance3d.com and create an account.
Next, click "My Account" and then "Partnership". In the section "Link Your Steam Account" try seeing if it will let you link your account and then click "Sync My Licenses". If you're lucky, your Steam licenses will be imported to Substance 3d and then you'll get a full year of maintenance instead of just 2020. If this works you'll see a section titled "My Steam Licensees" with a license key download and regular Substance installer downloads.
For an indie subscription, I believe you sign up under the "Licenses" tab. It is a bit confusing, I'm not 100% sure myself. I don't like the fact they call it "upgrade your licenses" as if it might get rid of the perpetual ones.
https://www.substance3d.com/education/
I'm surprised that they still have it. Adobe normally does not offer these kinds of things. Also, look at Steam versions of Substance, they are very cheap.
There are no technical limitations with the trial version - it can not be used for commercial means however. See about half-way down in the "Definitions" section: https://www.substance3d.com/legal/general-terms-conditions/
“Evaluation License” means a License granted to the User for a limited version of the Software (“the Evaluation Software”) for a limited duration, generally of thirty (30) days unless agreed expressly otherwise by Allegorithmic (“the Evaluation Term”), to enable the User to evaluate the Software in connection with the User’s internal business purposes to determine whether to purchase the non-evaluation version of the Software. Commercial Use, publishing or redistribution of the Software, the Substance files or the Licensee Content is strictly forbidden under an Evaluation License.
You fill out this form, make an account, and they will likely give one to you I believe.
https://www.substance3d.com/education/
There are tons of educational licenses out there so definitely let your curiosity run wild, its an exciting field and lots of fun
Hello!
Can you upload your log on our contact form here: https://www.substance3d.com/contact/ , we may be able to help or to find and fix the issue you currently have :)
Indeed, you'll need to do the process 5 times sadly (can't purchase more than 1 indie license at a tme currently.)
Be sure to contact us at https://www.substance3d.com/contact/ if you need more pricing details :)
Currently you can buy it from Steam for $149.99 or get a subscription for $19.90 (Indie) a month, that comes with all three substance programs and a monthly allotment of points to purchase materials from Substance Source.
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There is also a 30 day free trial here:
https://www.substance3d.com/buy/download
Unfortunately i don't have an rtx so all i have to go on is the substance blog that details it here
https://www.substance3d.com/blog/substance-painter-summer-2019
You can cancel the subscription whenever you want. Stuff that you got from substance source stays in your account even after cancelled subscription.
https://www.substance3d.com/faq-substance
If some credits are left unused don't know what happens to those.
The $49 offer when you cancel your subscription is still valid, but it's only available the moment you cancel your sub. If you declined it by mistake, please contact us here: https://www.substance3d.com/new/contact
I've been using Houdini for procedural modelling for a while and am now trying to get the time to look into their node-based procedural texturing system.
I suspect it'll not be as friendly and polished as SD but will be exceptionally powerful as you'll be able to use to rest of Houdini's toolset along with fully-fledged programming languages in the form of VEX and Python.