Coming soon: Next Generation Texturing with Substance Painter for DAZ Studio/Poser [Commercial]

Digital Art LiveDigital Art Live Posts: 121
edited September 2017 in Daz PA Commercial Products

Next Generation Texturing in Substance Painter

Webinar on How to use Substance Painter on props in DAZ-Studio 4.8+ and Poser 9+

(Webinar recording proposed to be available in the DAZ store soon)

Can't Make the Live Webinar? Registration includes an Indexed HD Recording

PLUS - all those who register receive an exclusive 20% discount code for perpetual licenses of Substance Designer Indie, Substance Painter Indie and Substance B2M indie.

Date and time : Saturday 16th September - 20:00 BST (London)/12:00 PDT (Los Angeles)/15:00 EDT (New York)

Are you a Poser or DAZ Studio artist/content creator wanting to use "next generation" textures?

In this webinar you'll learn:-

  • How to prepare your content
  • The best workflow to use in Substance Painter
  • Workflow in Poser
  • Workflow in DAZ Studio
  • Top and essential tips and tricks in Substance Painter
  • Adjusting appearance of individual materials

Detailed Content

  • Preparation of the content
    • in your Modeling Application
      • Polygon structure requirements
      • How geometry islands affect working in Substance Painter
      • What to consider for planning of texture templates
      • Specific requirements for glass parts and holes
    • UV Layout
      • Specific requirements for your UVs
      • What to provide or avoided for proper effects like scratches or placing text
      • How UV seams matter in Substance Painter
    • How to re-work or collapse material or/and texture zones in existing props
      • Using your 3D modeling application
      • Using a text editor
  • Workflow in Substance Painter
    • How to import geometry and get started
      • import
      • settings to bake initial supporting textures
    • Various methods to mask out material areas
    • How to ‘stack’ materials in a texture (and how to avoid ‘pokethrough of height information in a texture layer stack)
    • How to use a normal map to create detail even across materials
    • How to correct and ‘calibrate’ your Substance Painter materials to make them physically correct and standardized
    • Export of the PBR texture set, settings to do
  • Workflow in Poser
    • How to easily use PBR texture sets in FIREFLY with the PBR-Emulator (Poser 9+)
    • How to apply PBR textures to a Poser Material Zone in FIREFLY with the PBR-Emulator
    • Required settings (gamma correction, filtering, IDL, raytracing, lighting, etc)
    • How to easily use PBR texture sets in SUPERFLY (Poser 11+)
    • How to appy PBR textures to a Poser Material Zone in SUPERFLY
    • Required settings (gamma correction, filtering, lighting, etc)
  • Workflow in DAZ Studio (iRay)
    • How to setup an iRay material for PBR textures (metal/roughness)
      • Using the PBR Uber Shader
      • To apply which texture maps to which channels
    • Lighting
  • How to adjust appearence of individual materials different from traditional methods
    • compilation of material zones does not mean we can’t adjust materials individually
      • examples: tweak shinyness, add fingerprints or grunge dirt
  • General useful ‘tricks’ in Substance Painter
    • Import texture resources
    • Stamp text on your model with various methods and projection types
    • Use tools to add weldings, blinds or screws
    • Use alphas only in desired channels
    • How to handle ‘glass’ material
    • How to handle ‘holes’
Post edited by Chohole on

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