![]() Go back to the "Export" tab of the window and select your newly created export presets from the drop down at the top, then just hit export. For this you just need one RGB+A Output map, and drag the Base Color Input map onto the RGB slot.ħ. As mentioned, for the Basecolor Map I create a new export preset. In this case, horns only use the Green channel for that.Ħ. This is specifically for horn textures, you will need to check a vanilla mask of whatever you are texturing to see which channel has the mask for customizing color. Normal Map (Make sure to use the Converted maps - NormalDirectX):ī: Ambient occlusion, select Gray channel Drag and drop the Input maps onto the corresponding slots in the Output maps tab: On the right, you will see which Input maps you will need to drag and drop onto the Output maps R,G,B and A slots.ĥ. Create two R+G+B+A Output maps and one R+G+B Output map for the NM, PM and MSK map respectively.Ĥ. Click the small + icon next to "Presets" on the left side to create a new preset.ģ. In the File -> Export Textures window, select the Configuration tab.Ģ. I personally divided these into two separate presets due to my Basecolor and Mask map both pulling from different layers of basecolor information.ġ. In case the BG3 export presets for Substance Painter do not work for you, or you have a pre-Adobe version of Substance Painter, here's how you can set up your own export presets in Substance Painter. ![]()
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