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From Substance Painter to 3DS MAX and P3D v4.5 (PBR) -- Tutorial --

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192
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italy
Hi everyone,
I'm David from Tailstrike Designs! I just discovered an easy way to export material from Substance Painter easily in P3D v4.5.

1) First of all of all we have to create a preset for exporting all the texture with the correct channel in place!

2) Open your SP project, go to file / export textures / configuration and create a new configuration file

3) Copy and paste those command as into the image and connect the values as the picture shows.


$mesh_$textureSet_Albedo

$mesh_$textureSet_Normal

$mesh_$textureSet_Emessive

$mesh_$textureSet_Metallic



4) Save the preset and export all the textures as TGA

5) Open 3DS MAX jump into the material editor and set all the textre map!



7) Done!. Export all of you map as DSS and enjoy PBR on P3D.

This my first PBR model and it looks fantastic even on P3D!


Please let us grow! Follow us on Facebook. We have some interesting project incoming!. Thanks!
 
Last edited:
Messages
383
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unitedkingdom
Hi,

Just a suggestion, try using glossiness from the converted maps instead of roughness it will save you the inverting step, (glossiness is an inverted roughness and visa versa)

I see you have used the diffuse from converted maps I'll have to try that I have been using base color.
 
Messages
192
Country
italy
Hi,

Just a suggestion, try using glossiness from the converted maps instead of roughness it will save you the inverting step, (glossiness is an inverted roughness and visa versa)

I see you have used the diffuse from converted maps I'll have to try that I have been using base color.
I discovered it too. I was about to update this guide! Thank you.
 
Messages
383
Country
unitedkingdom
Hi,

I tried the Diffuse instead of Base Color and this was the result on the output.

Left is Diffuse Export, Base Color Export is right.
test.jpg


I note in your image above that you have changed yours to Base Color, do you get better results?

I have also found that if you use the .DDS textures in 3dsmax you get better results in the viewport and (if you haven't already) turn off Gamma/LUT correction setting in 3dsmax's preferences

Gamma on, Left and Gamma off, Right
gamma1.jpg


;-)

P.S. you need to remove step 5 otherwise people will end up with a roughness map if they invert a glossiness.....lol ;)
 
Messages
192
Country
italy
Hi,

I tried the Diffuse instead of Base Color and this was the result on the output.

Left is Diffuse Export, Base Color Export is right.
View attachment 49034

I note in your image above that you have changed yours to Base Color, do you get better results?

I have also found that if you use the .DDS textures in 3dsmax you get better results in the viewport and (if you haven't already) turn off Gamma/LUT correction setting in 3dsmax's preferences

Gamma on, Left and Gamma off, Right
View attachment 49035

;-)

P.S. you need to remove step 5 otherwise people will end up with a roughness map if they invert a glossiness.....lol ;)

Thanks. I should have fixed the tutorial.
You should use BaseColor, but make sure you're working with metallic rough in substance...
 

Pyscen

Resource contributor
Messages
2,993
Country
us-texas
Hello...

Something small to fix but: $mesh_$textureSet_Emessive to $mesh_$textureSet_Emissive
 
Messages
192
Country
italy
Thanks. I should have fixed the tutorial.
You should use BaseColor, but make sure you're working with metallic rough in substance...
May you're problem is because you are using sRBG instead of RGB channel in SP that's why you have a darker basecolor texture...
 
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