Hey, so I’ve started working with substances in substance designer and substance painter and I love it but I’m curious to see if anyone else here has really nailed down their workflow. Right now I’m modeling with a combination of zbrush and blender. Then assigning vertex colors in zbrush and baking color maps in substance designer to use for masking. I’m having a lot of problems getting a good color map though. My first problem is that in zbrush, when assigning vertex colors, I get gradients between differing vertices instead of a hard transition, because my model is low poly. The second problem is that when baking color maps I sometimes get colors bleeding through into their neighbor’s uvs if the geometry is concave. I tried using the z modeler tool to assign different parts to their own sub groups since that’s easier than vertex colors and then bake off of the subgroups, but they all came out the same color. I guess subgroups don’t export in zbrush? I could assign vertices in blender to different vertex groups of vertex colors but blender takes me way longer than zbrush so I’d like to avoid that. Any advice out there?
I’m also interested in what kind of workflow people have in substance painter.
Hey if anyone else is interested in this the thread I made over allegorithmic is doing better than this one. Easiest way to make an ID map