Has anyone else attempted to use Substance Painter 2 for skin modding? I've been experimenting with it as a more intuitive alternative to Photoshop for painting 3D models. However, the extracted models provided by Polycount and the textures provided by Relic really don't play nicely together, as seen here:
Basically, regardless of which diffuse and normal textures you import, they appear as much smaller than the models and automatically tile to fill the space. The result in the case of the above normal map is some sort of German cybertronic war machine Kind of cool, but useless as a reference.
Changing TextureSet size settings, or switching between OpenGL/D3D doesn't seem to make any meaningful difference.
Profile of Cyanara
General Information
Broadcast: https://www.twitch.tv/cyanara_au
Steam: 76561197966549909
Nationality: Australia
Broadcast: https://www.twitch.tv/cyanara_au
Steam: 76561197966549909
Nationality: Australia
Post History of Cyanara
Thread: Importing stock textures into Substance Painter 221 Jun 2016, 08:22 AM
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Thread: WIP Guide: How to edit PSD layers to create new skins21 Jun 2016, 05:18 AM
Ooh, that alpha example is very nice. Thanks for that! Do you have a quick link to your skinning videos that you mentioned in that link? Polycount had a link to some on the official forums, but that's broken with the migration, so I'm gonna go digging. |
Thread: SSD's15 Jun 2016, 12:32 PM
I'm a fan of the Samsung EVOs. Never had a problem with them yet out of a large number bought for friends and family. |
Thread: Coh 2 optimization is bad huh?15 Jun 2016, 10:03 AM
Wow, for a game to be released in that bad of a state, you just know there's probably some complete cheapskate arsehole management involved. This reeks of Tales from the Trenches type bullshit. In: Scrap Yard |
Thread: [CoH1] Company of Heroes Mods15 Jun 2016, 02:28 AM
Guys please, sometimes I want to try things on COH2 and I know there is a GOD mod or something like that to create units and test them and so on, does someone know what's the name and how to install it? You want Cheat Mod: Cheat Mod II You can find it in the COH2 workshop and subscribe to it there. |
Thread: But I Like My Duplicates8 Jun 2016, 00:43 AM
The issue was raised heavily in the beta. Relic did not respond. Allowing dupes of one thing and not others probably would have been more effort than it was worth. Likewise, rebalancing bulletins to be effective on their own is a whole other deal that they probably don't have the manpower for. The bulletin system was never good in any iteration, anyway. Considering you can cash in your duplicate bulletins for other stuff that actually makes the game more fun, I say forget about them. Also, Relic may already be working on something. Suck it up, move on. Enjoy your new toys from the store. In: COH2 Balance |
Thread: Supplies from All those Duplicates8 Jun 2016, 00:22 AM
lol, not likely based on how people are complaining they lost everything from farming once or twice I had about 160,000 BTW. A testament to a life lived poorly. Could have bought all the remaining commanders, but screw that Advanced Cancer bullshit. Much happier getting some skins that have eluded me for oh so long. In: COH2 Gameplay |
Thread: WIP Guide: How to edit PSD layers to create new skins7 Jun 2016, 06:25 AM
Note: I've put as much of the below information as possible into the wiki as that is where most people will hopefully first look. It also allows other experienced modders to make their own additions or changes. Hi, This is my attempt to create a guide on understanding and using the PSD layers provided by Relic for skin modding in COH2. It will start off rough and be improved as I experiment. If you are an existing modder who can provide input and corrections, please do in the comments below (or message me). I would greatly appreciate it! To get to this point of creating a skin, the modding wiki is very well written. However, it provides no information on how to use the provided PSD layers beyond links to Wikipedia on what the names of each folder means. The guide so far:There are several folders in each PSD file, depending on the type of layers involved. The number of layers is easily overwhelming to a beginner. The following information will hopefully help you understand it. Many of the layers found in the PSD files may be optional. For example, some layers are clearly based on snow, and will not be relevant to summer skins. You can choose which layers in each folder are important to your skin by hiding (or deleting) others before you export each folder as a separate input file (as covered by the modding wiki). Each layer is displayed as a single flat texture for the whole vehicle, which can be confusing at first. Different areas of the texture are mapped to their respective parts of the vehicle in the game. 3D painting is also possible. LAYER GROUPS:Layers for BeginnersHELPERS - Flattened out polygons that help you determine which areas to paint for each section of the vehicle. This group does not get exported. It is purely there to help you identify the constraints of vehicle painting areas (i.e. when you are just painting over unused gaps). Not present on some DLC units. Consider 3D painting if you need more help understanding the image in 3D context. Other programs such as 3D Max can also help you examine your progress in a 3D context if you prefer 2D painting. DIFFUSE - How a surface looks from all angles (The standard colours and patterns of your skins). This is your main editing area. This group often contains a huge number of layers, many of which appear to add 'age' and realism to the vehicle. I recommend turning them all off at first, importing your custom layer, and then turning them on one-by-one afterwards to see which effects you want. Sometimes they have slightly useful names, but a lot of the time they appear to be named in Chinese (I think), so you may find that you have to visually examine them to determine their purpose. There is almost always a layer that will accentuate most features on the vehicle with shading, which I strongly recommend using. Layers for Experts OnlyNORMAL - These are the bump mapping layers. They make low polygon models look more detailed by displaying reflection of light the way a higher polygon model would. Unless you are a seasoned pro, you probably don't want to edit these layers. You should select which ones are applicable to your skin, however. The main one you may want to enable/disable is the 'snowbuildcrunch' layer, depending on whether you are making a winter skin. Not all files will contain snow/mud normal data (usually light vehicles), so either leave it off or create your own. If you do want to edit a 'normal' layer, you should use a program such as Substance Painter 2 that has useful paintbrushes (such as basic shapes and dirt/snow patterns) and creates height data automatically. SPECULAR - Determines which parts of the skin reflect light in specific directions relative to the camera angle (like a mirror). Areas of lighter grey are more probably more likely to reflect light as they often correlate with areas of scratched paint and exposed metal. These layers appear to define small features on the vehicle, such as rivets and vents. Including them probably determines which features of the vehicle reflect light, and which are matte. Changing this is probably best achieved with a program like Substance Painter that paints multiple corresponding data types at the same time (so that scratches and stuff line up between all layer types). If you are applying mud/snow to your vehicle, check for possible corresponding layer additions in this section. GLOSS - These layers are almost identical to Specular. They determine how much light the specular layers actually reflect (ie, How glossy are the tanks? Factory new paint? Covered in dirt and mud?). Areas of lighter grey should be glossier as they often correlate with areas of scratched paint and exposed metal. Changing this is probably best achieved with a program like Substance Painter that paints multiple corresponding data types at the same time (so that scratches and stuff line up between all layer types). If you are applying mud/snow to your vehicle, check for possible corresponding layer additions in this section. ALPHA - Transparency. Can be used to make certain areas of the texture transparent so that you can see the vehicle parts behind them. This can be useful for styling things such as side skirts. White should mean transparent (most vehicles have completely white alpha groups), and black areas mean transparency. Greys are probably inapplicable to COH2 vehicles. 3D PaintingWant to experiment and see the results in real time on a bump-mapped model? Of course you do! Note: Photoshop (or a similar program) is still fairly important to achieve the final product. Go to https://www.allegorithmic.com/blog/substance-painter-2 and get yourself a month long trial version of Substance Painter 2. You'll need to create a free account quickly first. Then download the meshes for the army you want. The links are all on the Skin Pack Wizard wiki. They don't take long to download. I recommend using Photoshop to save a copy of the 2k normal file for your respective vehicle. This video will show you what you can do from there. Enjoy! (Please note, this video is due to be updated with much more comprehensive information, but can still be a useful starting point for beginners.) (I strongly recommend watching in 1080p if possible in order to see the UI clearly) Vehicle ComplexityNot all vehicle models and skins are of equal complexity due to a mix of design on Relic's end, and the limitations of community-extracted vehicle meshes which contained broken parts that were fixed with estimations. This list will hopefully give you some good starting points for easier vehicles to paint as a beginner, and which ones to leave until you have more experience. It will grow as I examine the output of each vehicle I mod. LIST SO FAR Easy: Panther Luchs Tiger - Good 3D and 2D output. Moderate: Panzer IV - Tricky 3D map. Good output. Ostwind - Difficult to 3D paint due to surface variation, but very friendly 2D map. Good output. Difficult: Elefant - Incredibly broken 3D model, and insanely complicated 2D map. Sturmtiger - Very poorly aligned 3D model, particularly with circular textures. Use Photoshop for those. -------------------------- Got any tips or corrections? Please let me know! |
Thread: BARs on Rangers?6 Jun 2016, 09:53 AM
I don't know about stats, but have you tried using Cheatmod to test them out? That can be a good way to quickly get a real feel for effectiveness. |
Thread: Understanding all the layers when making new skins6 Jun 2016, 00:07 AM
Hmm, well ideally I'd like to get a group of them together and help them write/edit at least a simple starter's guide that could be shared with everyone (that's my main strength ). Given the revenue splits, the more potential for curated items out there, the better the COH2 scene is for everyone. Are there any skin modders that may be interested? RitaRush and AndresTCII are the most prominent that I've noticed on COH2.org. |
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VSCyanara PeacH [NS] Juan El Stretchy Neck [ U ] E x i [ S ] t [ A ] n tlow ranker TheFatz K?nigsTiger Fuhrer PikachuHow to fight King Tiger spam. Yes, spam.by: Cyanara map: Steppes1-1,586
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