Exporting from Substance Painter to Maya 2018 Arnold Part 1

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in this video I'm going to show you how to export your textures out of painter and so you can bring it into Maya I'm going to go up to the top go to file export textures here we're gonna go to export and then we're gonna go to config and right here we want to use the PBR metal rough so you're just going to menu find it right in there and then we want to come down to texture sets you'll see all the maps that get generated so a base color roughness metallic and normal are going to be the top four that's gonna generate if you have an emissive map or emissive on your mono it will generate emissive it is gonna generate a height but we really don't use it the normal should be sufficient at this point the other side of it is we want to make sure we're looking at the texture resolution so here you want to actually can up res or down res your textures so you kind of have to decide which one you want we're just gonna do two K for this particular model the other thing we want to look at is you know what format we're saving we're gonna save in ping again if you need a different one there's plenty there to choose from and I wanted a little bit of bigger bit depth a little bit better quality so I'm going to change from eight to sixteen but again it all depends on your project if you need eight or sixteen at that particular moment and then make sure you are sending all your textures to the appropriate directory so you just click it make sure it's going there and you're good to go and let's just hit export and then we can just say open folder and here it is here's all the maps there's your color height metallic normal and roughness so now let's go into Maya and plug these maps in got our scene loaded in Maya and a few things you want to pay attention to before you start bringing the textures particularly if you're gonna be turning in assignments make sure you have all your objects in your scene name the appropriate lis so again who kind of already gone through here everything's named the transformations have been frozen and the history has been deleted on all the items everything looks nice and clean that's good so far now I want to work only on the low polygon model so I'm gonna go over here and go to the high and the ID and I'm gonna hit ctrl H I'm just gonna hide that or you can over here if I bring back everything which is Shift H you can make a layer so there's a display layer and you can create a display layer by just coming over here selecting the objects coming over to the side and hitting this button right here click it it'll make a new layer and you can make those items disappear right there and you can even click on it double click and rename it so so knife layer or whatever you want to call it you gotta always make sure you put an underscore Maya will not put an underscore in the layers panel I'll just give you an error so you got to make sure you put it in there and then now you can turn it on and off however you want to do that all right so now let's go back to the object itself I'm going to make sure I select all the geo and what I'm gonna do is I'm going to right-click on the object and then I'm going to say assign new material and here we're gonna get the new material tab we're gonna go under Arnold and I'm gonna pick shader and what we want to do is select the AI standard surface click that and then we should find it somewhere in the out attribute editor so control a to bring up the attribute editor and then we find the standard surface and then here we can rename it so I'll just name it dagger material mat and now we've got all our color channels in our scene to get plugging in our maps let's go over to color and let's bring in that first base color file so I'll just hit this little box to input a node and I'm just gonna go to file and it will bring me in the file node and then I would just go to image name and I'll go hit the folder icon and then I need to drop in my folder so here's my base color I'm just gonna click on it and I'll hit open and if Maya is not displaying your texture right away it's probably not in display texture mode so you can come up here to the top and then press this little button that says textured click on that and that should show up or you can press the 6 key on your keyboard to make that display all right that looks good so far let's go back to the shader so again I'll just select the object and it should select back on that dagger material we're gonna go down to the next one is metalness so that's our metallic map and we're just hit that input box I'll just go to file and then we're gonna image name and we'll pick metallic and I'll drop in it all start displaying a little weird that's just how did this viewport in Maya's gonna display it so don't freak out quite yet the other thing we need to do while we're in this particular menu is we want to make sure our color space is not set to srgb which is our normal standard way of textures are displayed on the computer which is going to be this particular format right here but for any input maps that are not like visually displayable like the color needs to be converted into a linear space or a raw color space so we need to click on this menu and then we need to scroll up and find raw so we need to click on that the other thing we need to turn on is under color balance click on this and we want to make sure alpha is luminance that little check box is on for the metallic map the reason why we want to do this is this map has three channels in it red green and blue the problem is to see the particular detail in Maya it only needs to seen grayscale so basically what this is doing is converting all those color information into a grayscale map so Maya can read it better for this particular map attribute in the shader so that's what that's why we're turning that on so let's go back I'm just going to get it select the object again we're gonna make sure we go back to the shader and we've set up the metallic now let's go to specular and we go to the roughness tab and we'll hit the input box go to file we're gonna load that in we're gonna load that texture in so Roughness open up that that should load and then again we're gonna do that same thing that we did to the metallic color space we're gonna make sure this is set to raw and again you can see there's again a grayscale image so we want to go back to color balance and then we will make sure alpha is set to luminance we check that on ok so let's go back select the object again go back to the shader and once that's established so we got three maps we need one more map to finish this up we go down to geometry so let's open up the geometry tab and in here bump mapping is what we want to go to go to that little input box we pick the file and then this will actually add another node which is the bump node and the bump node allows grayscale images to show the illusion of deaths in the model so it's really micros surface detail that it gets the show without using extra geometry to show it but it's using it for a grayscale it's default to grayscale which was always the case for many many years inside of Maya but if you go to use as click on it you want to go to tangent space normal because we made a normal map inside of painter so we want to use that the other thing we need to do is we need to go to the Arnold tab and we want to make sure that certain parameters are turned off here right now what happens is it's flipping the red Channel and the green Channel by default we want to check those off right now and see how it renders with those off if we have problems we can come back here and mess with it but right now let's just turn all these top three off and we'll see how the render is and we might have to come back and revisit it to see if we can get it to make it look better but we'll see
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Channel: Frank Pereira
Views: 66,633
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Length: 9min 56sec (596 seconds)
Published: Sun Feb 25 2018
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