I've made a from scratch model in 3dsmax, loaded it into substance painter and played around with some materials and masking to get it looking right.
I've scoured the internet and there is basically nothing out there in the way of a Substance paints to Skyrim guide.
As I understand it skyrim's texturing system is outdated and substance painter does not support it by default. The written instructions posted here are pretty unclear. I think the poster was assuming we would be following along with that French youtube video that has since been deleted.
I have experience editing models, and reusing stock skyrim textures to create new items. I know nifskope/creation kit ect. at least at a functional level. What I need help with specifically is getting the textures out of substance painter, and in the correct format.
A follow along video would be best, so that I can see what is actually being clicked on, as many of the written instructions to not match what is visible on screen in substance painter, for example "-chose tga (or anyformat that accept alpha)" TGA is not listed, its listed as targa
which part are you getting stuck on btw? i wonder if maybe that issue with the vertex normal lighting was due to not baking or baking the normals with the wrong map. that sounds like my original hypothesis though i haven't tried these files yet.
Oh right okay, and what compression do you use DXT1, DXT3 DXT5 or another one that i have not listed. Because dont you use a different compression for the Diffuse, Normal and Specgloss? Thanks for your time and help.
I only mod SSE so i use BC7, for the mods i converted to LE i use cathedral assets optimiser, it converts the textures to the correct dxt format for each on it's own.
Yeah im trying to mod SSE too, trying to learn at least, so for every map you intend to put inside Skyrim special edition you use BC7, wheather thatsa diffuse, normal or spec gloss? Also what BC7 do you use Fast or Fine and also Linear DX11 or sRGB DX11
For some reason after substance painter's update yesterday it now works, i'm not really sure what happened but i'll take it. Edit: it doesn't exactly work.. but since there is already a preset for that in painter, "non-pbr spec-gloss" it's not really needed anymore.
what's the usage of user0 channel? For what I know, it's a customizable channel in substance painter, but why the plugin requires that? what does the plugin use it for?
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I've scoured the internet and there is basically nothing out there in the way of a Substance paints to Skyrim guide.
As I understand it skyrim's texturing system is outdated and substance painter does not support it by default. The written instructions posted here are pretty unclear. I think the poster was assuming we would be following along with that French youtube video that has since been deleted.
I have experience editing models, and reusing stock skyrim textures to create new items. I know nifskope/creation kit ect. at least at a functional level. What I need help with specifically is getting the textures out of substance painter, and in the correct format.
A follow along video would be best, so that I can see what is actually being clicked on, as many of the written instructions to not match what is visible on screen in substance painter, for example "-chose tga (or anyformat that accept alpha)" TGA is not listed, its listed as targa
I'm not the author, neither is Cthunsthrall..
No one needs this anyway, there is already a preset in substance for all that, it's non-pbr spec gloss.
Edit: it doesn't exactly work.. but since there is already a preset for that in painter, "non-pbr spec-gloss" it's not really needed anymore.
cool to know that it can be applied to other bethesda games