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Dassni

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  1. Also make sure you're exporting the right texture maps. Give me a shout in-world if you want me to send you my export presets for both PBR and non-PBR shaders.
  2. I generally avoid baking actual shadows into textures now as I think a lot of people have shadows enabled in their viewers. If I want some subtle shadows, then as you say the baked light material/filters work well (there's one with lights as well as environment too which is useful). The real pain with that is it only seems to work if you're working with the PBR shaders. For the times when I have wanted shadows I've just baked the shadow maps in Blender and then added them as fill layers in Substance Painter. Another thing I often do to get that unrealistic "SL look" of lots of heavy AO is to add a couple of multiplied fill layers with the Substance Painter generated AO textures on top of everything else, even after I've added a couple of AO smart masks. Substance Painter is great, but it's not really setup for the diffuse/bump/spec model that SL uses and most substances tend only work well with PBR metal/rough shaders (although substances from Allegorithmic's Substance Source usually work well with diffuse/spec if they're dielectric).
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