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Messages - maugerpierre

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Everything is going on, there is still a few assets unmapped, but the texturing is going very well (did I just say that Substance Painter rules?).

The lights are on set, I will just rise the lightmaps resolution when we'll make performance tests.

Hope you'll like it!

Second batch of screens!

Hey all,

I'm presenting Project Louisiane (working title), a horror pointNclik playable by controller or VR!

We are actualy 3 and half (...) persons working on it.

The goal is to provide a playable demo, and release it freely.

I'm working on the texturing right now and Painter is roaring! :)

Here are a few early alpha videos and a few screenshots.

You can follow the project on facebook   or follow it on twitter

See you soon

A few time ago I started a female character for an upcoming prototype.

Here is the UE4 render, more pictures and details at the link :

All the texturing / painting was made with Painter.

It was fun to work on a more simple graphic style. Painting the model is a pleasure with SP.

Substance PainterSubstance Painter - Showcase - WiP Fantasy Warrior
 on: August 18, 2017, 03:25:37 pm 
Hey all!

Just to share a Wip of my latest personnal work.

Sculpted in Zbrush, retopo and UVs in Maya and texturing with Substance Painter. Tried to focus more on texturing and less on sculpting.

Renders in Iray, the main goal is to export this badboy to Unreal Engine 4 and make him plyable instead of the basic UE4 pawn.

I will keep it updated,

See you.


End of the game guys!

But I fell terribly ashamed... I didn't try 16bits PNGs since the beginning. And it solved everything.

(the glossiness on the hand leather is on purpose! ;) )<

So I've got now only 16bits PNGs, everything in raw, and the gama correted normalmap to 2.2.
I will try if it fixes the UE4 problems.

Thanks a lot WES, you rock!

This is the results with 8bit PNG for the roughness.

I've just put the PNg in the roughness slot, enabled alpha is luminance (maybe there is no alpha in the PNG? didn't check this during export in painter...), and activated the RAW space color...

The normal map seems to work, but it's difficult to check with the crazy roughness.

Do I have to check the export of the roughness (activate an alpha during?).

If it can help, I've got the same roughness problem when I export it in the Unreal Engine 4.

Edit : to make the normalmap OK, I have to put the gama correction to 2.2... Is it normal? Tried again and with .EXR there is absolutely no probelms.

Edit 2 : double checked, right now the EXR are the only option if I want it to be perfectly matching withe Iray substance. ???

Hi Pierre,

That character is looking very awesome! Great work. Why are you needing to use the exr? I'm sorry I'm a little confused on that part. You should be able to use png or another format and then make sure you set the color space to raw for the roughness and normal.


Indeed WES, i was a little confused too about il. But when I tried, iy seemed that the PNG for roughness and normal was not alright.

I will try the RAW color space another time, with a fresh start, I was trying so many things I may be a bit confused last time (late at night! :D ). I will post the results with RAW PNGs.

Thanks for the support! :)

Episode 2

Tried a lot of things, and I am right now quite satisfied with the render settings in maya.

2 renders with IRFM

Tried some testing, there is almost no difference with Iray in substance, so quite happy!

Now this is my setup.

Base color is a PNG 8bits, space color sRGB
Metallic is a 8bits PNG, space color sRBG
Roughness is a .EXR 32bits, space color sRGB
Normal is a 32bits EXR, space color raw.

Now the thing is to understand and correct if there is a better way (EXR works great, but the size of the picture!!!).

Can someone explain why colorspace and type file are so drastically different ine the renders? What is the best type of file to import in maya?



Hey all!

Using Iray for Maya 2017, and the normal map doesn't work. Used the ALG physical metal roughness nodal system. Here is :

The Painter Iray renders work perfect...

It's driving me crazy! Don't know what to do.



This should be working in the Iray 2017 version. I am checking with nvidia to see what the problem is. I'm sorry for the delay in this solution.


Hey, thanks for the help.

Tried a lot of thing. Right now I am almost there. Tried a flex material and it was too rough, the skin doesn't respond as I wanted.

Discovered the PhisicallyMetallic Roughness and it changed my world.

I put the normal map in EXR, worked as well.

Got a base color map, metallic, roughness and Normal.

Right now there is what I've got and it's prettu descent! :)

Weird glossy aspect, I've got to find what causes this. Any clue?

Hey all!

I already use Iray for substance to make my beauty renders. The thing is I really would like to animate the characters I make with the same render I have in Substance (and Damn! That's a very pretty render engine!).

And there it start. I've got many struggles and for now I can't achieve anything good with Iray for maya.

The normals were a pain in the a**. A Good fellow helped me and yes it works, but now the normalmap is ugly as hell (needed to push to gama 2.2 in RGB channel lot af loss....)

I think the color map works, and the roughness, well maybe. But where is my metallic channel? Got specularity channels, but it's not what I want.

Here is where I am now. With the nodal system in the hypershade.

Far from...

So here is my questions :

1/ is there a way to avoid pushing the gama of the normalmap (another export setting? What is the format and the color space needed?)

2/ how can I add the metallic value? i don't see it.

3/ is there a better way to start a material with metallic roughness?

4/ can somebody tell me what is the good workflow and what I have to understand to create the good material to achieve the substance render quality. What shadders and what output format?

I would take any hint or tips!



Hey all!

Using Iray for Maya 2017, and the normal map doesn't work. Used the ALG physical metal roughness nodal system. Here is :

The Painter Iray renders work perfect...

It's driving me crazy! Don't know what to do.



When you cancel your subscription, you have the possibility to purchase perpetual licenses of the day for $49.
You don't get any updates, except hot fixes.

So for example if you purchase it today, you would get 2017.1.x versions. The license won't work for 2017.2, and so on.

When you cancel, you keep the number of downloads you had left. If you want more downloads, the only way is to subscribe again.


OK! Thanks Nicolas!

Hi guys!

Need to clarify a few things, if I DO understand well.

I've got enough money in my live subscription to purchase an substance suite indie licence. If I purchase this right now, I've got the first substance 2017 suite (numberless version). What about updates (especialy performance fixes...)?

After that, I can cut my live subscription, still got the software. OK?

Now, what about the source download (got 267 avalaible...)? Do I loose them if I cut the subscription, or do I still got my 267 DL even if I cut the subscription? If, right now, still subscribed to live, I DL the substances, and after that I cut the subscription, do I keep all the DL substances?
If I want more substance, is there a subscription only for data source?

This is the finality : cut the software subscription. Keep the data source growing via source subscription (if it exists?...). And saving money if I can! lol

Thanks in advance.

Pierre. France.

I really like it! I mean.... REALLY!!!

Have you got some other stuff with the same style?

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