Anybody using Modo Indie with substance painter?

Hey

I just jumped ship from Maya LT to Modo indie. First impressions are that I couldn’t be happier with this decision. My installation of Maya LT was riddled with all kinds of bugs, that just wouldn’t really allow me to model anything because I always had to fight with the software.

Now, the thing is, I don’t like Mari indie, and want to texture all of my modo indie models with substance painter (for the beauty of pbr substances), and will be purchasing my subscription for that at the end of the month, when I have more models to actually paint up. No point in paying for something I don’t actually need for a few more weeks, especially if I have questions about whether it will fit the workflow I want to use, which is :

  1. Create assets (including creating the all important second UV Channel for lightmapping in unreal.
  2. Import assets to Substance Painter, paint it up the way I like it.
  3. Import to unreal, build lighting, hit play and admire how awesome everything looks.

Is this something that will work?

L

Modo indie with substance pack it’s what I’m doing for last month or so :smiley:
I’ve heard Modo have awful normal baker, but I never bumped into this problem due to awesome bakers in Substance.
No pitfalls so far

Brilliant! This is brilliant news! My models are coming along well, and I just don’t want to mess them up by going with the wrong choice for texturing!

modo indie can’t provide a high poly asset for baking in SP right?

I use it mostly for hardsurface models and 100k for most meshes is enough, if it not you can separate them by parts and bake in SP later multiple high polies into single lowpoly(Substance support this)
If I need more than that - I use Zbrush, but lately all major details I do into Modo and minor details like scratches, chips and etc in Substance.