Information Clause

In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

1. EVERMOTION S.C., 8 Przędzalniana Str., 15-688 Białystok, Poland is the Administrator of your Personal Data (APD)

2. Data Protection Inspector can be reached through e-mail:

3. Your personal data are to be processed on the basis of art. 6 section 1 letter a, b and f of RODO in order to:
a) prepare, conclude and execute the agreement and for other purposes approved by you,
b) to execute the legitimate interest like marketing of products and the agreement, claim assertion or defence against claims resulting from the law regulations.

4. Entities entitled to the reception of your personal data may be the authorised public bodies; mail providers; providers of the services covered by the agreement; responsible for debt recovery, keeping the archives, document utilization, legal consulting, technical services, IT services and accountancy.

5. Your personal data shall not be transferred to the third country, nor to the international bodies.

6. Your personal data shall be processed within the period of the agreement and upon your additional consent until you withdraw it. APD shall keep the data for the period of any civil law claim execution connected with the agreement.

7. You have the right to demand an access to your personal data, to correct or to delete the data if there is no other basis for the processing or any other purpose of such processing or to limit the processing of the data, to transfer the data to another administrator and to raise objections to the further data processing if there is no legal basis for further processing and to withdraw any previous consent.

8. You provide the personal data voluntarily, however they are necessary to conclude the agreement. The refusal of providing such data may result in the refusal of the agreement conclusion.

9. You have the right to lodge a complaint to the Personal Data Protection Office when in your opinion the data processing violates the regulations of General Data Protection Regulation of the 27 April, 2016 (RODO).

10. Your data will be automatically processed, including the form of profiling.
11. You are obligated to forward above mentioned information to your representative, especially if you appointed this person in the agreement as the contact person or as the representative for the agreement execution.


Get Maximum Details from your Textures

Michal Franczak 2017-10-12 14:44 tutorial  > Making of  > modeling

Master your tiled materials workflows.

Most of the following tips refer to Substance Painter and Unreal Engine, but the descibed techniques can be easily adapted for 3ds Max / Photoshop. Top image comes from Archinteriors vol. 37.

If you use Substance Painter, you may be tempted to use UV scaling of Substances or textures. But be aware that with each tile you are losing the detail of your texture! Let's take for example 4k texture. If you tile it four times, you basically are projecting 4K texture four times onto surface and bake final 4k texture.... which means that your source texture now occupies only 1024 x 1024 surface and it has four time less details.

It's very obvious, if you think about it - this way it always worked in Photoshop, so why should it work differently in Substance Painter (which is like Photoshop in three dimensions)? But let's see exactly what we are losing / gaining during tiling textures.



I choosed this fabric material with geometry to act as wallpaper on my interior wall. The reason I have chosen this material is that it has distinct geometry pattern, we will see better if it loses it's quality in the process.



This is how it looks in Unreal Engine. Let's take a closer look.



Ok, not bad, but I don't like the overal scale of this triangles, I want more of them on wall. Let's return to Painter.



I use "UV Scale" and tile my texture 5 times in Painter. Now I have right density! Let's check how it looks in Unreal.



Well, we have more triangles, but they are blurry! Why?



The reason is simple: our original texture in substance Painter has 2k. If we change the slider UV Scale to two, it becomes densier, but the final image is still 2k. So The detail you get now occupies lesser space. Texel density is more sparse.



In effect you will get blurry textures in the end. On the left - original texture. On the right - the same detail is blurred when taken from texture UVScaled in Painter (in each raster graphic software it will look similar - Photoshop, Affinity Photo - the result will be comparable).

Ok! So we better not tile in our texturing software. But sometimes you NEED to tile your base material, because you want your wall tiles to be smaller or you want more planks on the floor. How to achieve that? You need to tile them in your 3d software, not in texturing software!



If your base texture comes from Substance Source it couldn't be simpler, because those Source materials are already tiling perfectly: just make a new project in Substance Painter and import an unwrapped square plane. Add your fill layer, apply your substance (no tiling) and export textures - now you can add it to your mesh and tile it in the material (using for example tiling options in 3ds Max or texture Coordinate node in Unreal Engine). (It's even easier for Unreal Engine and Unity users: You can use Substance Source Plugin and drag and drop your material directly to the mesh).

If you want some custom base material, you need to mix it in Substance Painter and then make sure that it is tileable. There are many tiling tutorials on the net, so I will not describe how to make tilable texture. You can use Photoshop for that or Bitmap 2 Material, which does it automatically. You can also fix the tiling in Substance Painter (we will make a short tutorial about it in the future). No matteri, which technique you use, at the end you should have a couple of perfectly tiling textures. Let's wire them up in Unreal Engine.



I imported textures to Unreal and added Texture Coordinate node, two scalar nodes, one MakeFloat2 node and Multiply node. This small system is very handy for controlling tiles in your texture - U and V coordinates can be controlled individually this way. I tiled these textures 5 times. 



We have nice number of triangles now! But how do they look from a close up?



Still sharp and crisp! Great!

Monkey Bussiness

But what if you want to get some painted detail? Substance Painter can gve you such detailed dirt maps, decals, stencils, some really customized look for your models. You need them at maximum resolution too. So you need to export them separately. Make your layer details as needed. Add a fill layer on the botom of your layer stack in Substance Painter. Add opacity channel to TextureSet. change viewr settings to "PBR with alpha blending". Make this layer 100% transparent (opacity slider all the way to black). Now you can disable your base layer and export only your detail layers (select preset with alpha channel).



Details can be exported separately. Now it is the time to recreate material. I will use Unreal Engine for this.

Import your base textures and set up your texture Coordinate node. You can tile them freely. Import your detail textures as well, but don't connect them with TextureCoordinate tiling. 



LERP your detail textures with your base textures using alpha channel of detail textures. In 3ds Max / V-ray you would just mix two bitmap nodes with a mask.


I added an additional node - a scalar parameter to control the strength of the alpha channel. It's optional.



I mixed two normal maps and (optional) added a parameter to control Normal channel strength.



In the case of the last two textures, we have packed images. That means that each channel (red, green, blue) uses one texture with information. These packed textures have ambient occlusion on red channel, roughness on green channel and metallic on blue channel. They were made automatically in Substance Painter. We need three LERP nodes to mix these channels.



Overal look of the material.



Unreal Engine lets us creat an instance of the material in one click. In instanced material we can only change these parameters that we exposed in base material. 



By dragging a slider, I can control how much of details will be revealed. Nice!

Your material is ready: you have base that can be tiled as many times you want, without losing detail and you have your decals too. You could obviously make this process simpler if you would use deffered decal in Unreal Engine (you could add some graphitti on the wall this way). But with our approach you have all material channels in your details (decals in Unreal don't support metallic channel). And you can still tweak them in Substance Painter.

Author: Michal Franczak Editor: Michał Franczak
Tags: substance allegorithmic painter
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Sketchrender 13:22:35  |  13-10-2017
Can I ask, why the constant ads and articles on Substance painter?
dr_After 13:42:04  |  13-10-2017
It's not an ad, it's an article about the software we use on daily basis. and we publish articles not only about Substance Painter - we have 14 categories for tutorials and hundreds of publications. Lately Substance is more visible on site, because there is much going on with this software and it's fairly new in the industry. When there will be any new features on Vray, Corona or 3ds Max or any other software, that we find useful, we will publish them too (as we do all the time). Is there any particular software that you are missing in the articles?