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Substance Designer and Substance Painter Production Pipeline

Discussion in 'Formats & External Tools' started by mengguan, Nov 12, 2014.

  1. mengguan

    mengguan

    Joined:
    Nov 12, 2014
    Posts:
    2
    Hi guys,

    Currently I've been learning SD and SP, and I trying to bring them into my production pipeline.
    I wonder how will the texturing workflow becoming and does it means that Adobe Photoshop texturing workflow will no longer be in my process?
    What will the Clients require in the end?
    How will substance texturing workflow affect to the game engine? (etc. Unreal)
    What's the different between Yebis and Marmoset Toolbag preview engine (Both also PBR preview, just different platform)?

    Thanks guys!
     
  2. Deleted User

    Deleted User

    Guest

    Hi,

    Substance can replace photoshop for most processes. I still use photoshop for text as SD/SP doesn't have a text tool at this time. Also, you can import/export PSD files into Substance Designer. You can import PSD with layers and export the SD graph as a layered PSD file. This is helpful when fitting Substance into an existing pipeline.

    You can export bitmaps using Substance Painter or create a Substance material for use in Unity using Substance Designer. You can deliver to the client bitmaps or substance materials (.sbsar files).

    Substance is supported in both Unity and Unreal. You can publish a substance material using Designer and that material can be directly imported into the game engine.

    Marmoset is a renderer and Yebis is a post processing engine. Both deal with rendering, but Yebis is post processing effects that works with an existing renderer. We use Yebis in SD and SP to allow artist to preview post effects on their assets.

    I am working on a new training series on using Substance with Unreal. It shows how to setup a pipeline between SD and SP and even though its tailored for UE4, most of the content is focused on working in SD and SP. It will give you a good idea of the workflow and the substance material can be used with Unity as well. The training should go live in about a week on our youTube channel.

    Cheers,

    Wes
     
  3. mengguan

    mengguan

    Joined:
    Nov 12, 2014
    Posts:
    2
    Wes,

    Thanks for the prompt reply as I already scratching my head for the last few days, your answer does helps a lot for me to further understanding the functionality.

    For further understanding, I'm aware that we can create substance materials (.sbsar files) and export them to Unity and Unreal for the purpose of optimizing textures/shaders memory and adding more texturing freedom, but I don't think SP does that because it only exporting bitmaps. Please correct me If I'm wrong.
    In the end, I don't really understand what are we going to do with the end product from SP (but I must mention that working on noise, dirt, PBR maps in SP are pretty fast!).

    Glad to know you guys are working on the tutorial regarding the interpretation between Substance and Unreal/Unity, I'm looking forward to that.

    Thanks very much!

    Best Regards,
    MengGuan
     
  4. Deleted User

    Deleted User

    Guest

    Hi,

    In SP, you are exporting bitmaps. If I don't need a substance material, then I will just use SP as its so much faster to work with. However, my workflow is to create base materials and effects that are more easily done in SP's painting toolset. Then, I export those maps to SD to compile the substance materials. In the training, I show a complete example of this being done.

    Check out this video as it shows the workflow I use between designer and painter.



    Cheers,

    Wes