Thank you so much for the quad converted head! Editing complex triangulated meshes is a horrible miserable experience, and any editing at all - including but not limited to sculpting - is a million times easier and more enjoyable with quads.
Being able to select loops and even just SEE the loops is in my opinion necessary to edit a head well. If nothing else, it's much easier to see where a mesh has gotten janky with a quad mesh.
That's really useful information and might be worth putting on the front page since eventually this comment will likely be buried by newer comments. A lot of people use the perpetual Substance Painter off Steam to avoid the monthly fees, which means they could easily be using a version that's more than a year old.
hey man thanks for the awesome resource, but i have a newbie question, maybe related to your template, maybe to the substance painter itself
how can i get the base layer aswell? your template is set to export only the CLEA, HMYV, NM and i cant seem to modify the output template because its in cache
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Being able to select loops and even just SEE the loops is in my opinion necessary to edit a head well. If nothing else, it's much easier to see where a mesh has gotten janky with a quad mesh.
i'm sorry to bother you, but the .spexp won't work for me. I'm not sure what i'm doing wrong lol
Done
how can i get the base layer aswell? your template is set to export only the CLEA, HMYV, NM and i cant seem to modify the output template because its in cache