Lazt78 Posted July 10, 2018 Share Posted July 10, 2018 (edited) Just wondering how to use substance painter for fallout 4 , Maybe a video tutorial would be great. These are my settings , But Under Texture set List - Not sure if its normal to have 10+ Material Files.. - I tried Editing the Gamma gun for the first time but I have no clue what im doing. *I Managed to Setup the Fallout 4 Export Texture Settings from youtube video tutorial. Edited July 10, 2018 by Lazt78 Link to comment Share on other sites More sharing options...
ehtyeci Posted July 10, 2018 Share Posted July 10, 2018 Can't really help with tutorial, but a few basics. Fo4 uses directx format for normal maps. The difference is that directx is swizzled in the opposite direction on the green channel. Using opengl normal maps in fo4 will make normal details on objects dent inwards from certain angles, and if you do a lot of averaged normals across surfaces it will completely mess up how the topology is perceived. You'll have to decide whether to use metal/rough or spec/gloss. Both will work, but the metal/rough requires fancy conversion which I gather you learned from the tutorial. I personally only work with spec/gloss because it's 1:1 with the result in-game, although I wish I learned this when I first started. As for you issue, painter creates a texture set for each material it finds on the imported mesh. Assuming that you exported to .obj from nifskope, during the export - for each individual material Nifskope finds in the nif, it writes out a .mtl file and dumps it along with the .obj. Most 3d software that read obj and materials will automatically real the .mtl file when the .obj is imported. Sometimes mesh parts will share material files, but Nifskope doesn't always distinguish them so you may get duplicate materials. Some parts, however, like the dish, receiver, grip, disruptor, force emitter etc. all point to separate material files, so they logically were split like that. It's nice being able to isolate meshes based on texture sets, but it's also unproductive. You can open the mesh in max or blender and separate/join materials by meshes that share the same uv. Just don't lump them all into one material, you'll definitely get overlapping uv islands. Link to comment Share on other sites More sharing options...
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