Author Topic: Substance Designer / KeyShot Experimentation  (Read 13582 times)

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Offline Despot

Substance Designer / KeyShot Experimentation
« on: May 11, 2016, 01:59:10 pm »
Just a few renders showing what can be done with PBR textures exported from Substance Designer into KeyShot...

More explanation and MatGraph captures to come...
« Last Edit: May 11, 2016, 02:12:04 pm by Despot »

Offline Chad Holton

Re: Substance Designer / KeyShot Experimentation
« Reply #1 on: May 11, 2016, 02:08:35 pm »
All these are so nice!!!

Offline Despot

Re: Substance Designer / KeyShot Experimentation
« Reply #2 on: May 11, 2016, 02:12:32 pm »
Cheers Chad, much appreciated... :)

Offline richardfunnell

Re: Substance Designer / KeyShot Experimentation
« Reply #3 on: May 11, 2016, 02:14:49 pm »
Absolutely, these are great images!

Offline Magnus Skogsfjord

Re: Substance Designer / KeyShot Experimentation
« Reply #4 on: May 11, 2016, 02:37:52 pm »
I've been revisiting these images for days already. Such fantastic textures. Looking forward to the breakdown.

Offline TpwUK

Re: Substance Designer / KeyShot Experimentation
« Reply #5 on: May 11, 2016, 03:12:59 pm »
It's always a treat your renders J and the levels of detail that you put into your materials along with your subtle lighting techniques. If i was to be pushed to say which i prefer the most, it would be your scififloor image with the little green LED light glow. But the orange container is pretty cool too with those impact indentations hmmmmm decisions decisions decisions ....

Martin

Offline Chris B

Re: Substance Designer / KeyShot Experimentation
« Reply #6 on: May 11, 2016, 05:48:22 pm »
That is amazing

Offline Despot

Re: Substance Designer / KeyShot Experimentation
« Reply #7 on: May 12, 2016, 03:49:34 am »
Thanks Richard, Magnus and Chris...

And thanks Martin, really nice words from you, much appreciated  :'(

Offline Esben Oxholm

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Re: Substance Designer / KeyShot Experimentation
« Reply #8 on: May 12, 2016, 04:36:39 am »
Looking cool!
Great bunch of inspirational images for worn out materials!

Offline Despot

Re: Substance Designer / KeyShot Experimentation
« Reply #9 on: May 12, 2016, 05:49:47 am »
Thanks Esben, much appreciated :)

Offline LayC42

Re: Substance Designer / KeyShot Experimentation
« Reply #10 on: May 12, 2016, 06:38:45 am »
WOW  - I*m deeply impressed - these renders will help me to improve my stuff.

that you!

Offline Will Gibbons

Re: Substance Designer / KeyShot Experimentation
« Reply #11 on: May 12, 2016, 07:22:58 am »
Yep! You know a piece of art is good when just glancing at it gives you the urge to create something in a similar vein. Mad skills there!

Offline Josh3D

Re: Substance Designer / KeyShot Experimentation
« Reply #12 on: May 12, 2016, 08:33:56 am »
I'm with Will. These look AMAZING. Can't wait to see the breakdown too.

Offline Despot

Re: Substance Designer / KeyShot Experimentation
« Reply #13 on: May 12, 2016, 10:14:12 am »
Quote
WOW  - I*m deeply impressed - these renders will help me to improve my stuff

Wow back, thanks  - I'm pleased it's helping somehow :)

Quote
You know a piece of art is good when just glancing at it gives you the urge to create something in a similar vein. Mad skills there!

Thanks Will, for the kind words, I'll look forward to what you come up with :)

Quote
These look AMAZING. Can't wait to see the breakdown too

Cheers Josh, thanks so much for the encouragement ;)

Offline SteveTalkowski

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Re: Substance Designer / KeyShot Experimentation
« Reply #14 on: May 20, 2016, 10:59:42 am »
Hey John,

Really digging these a lot. Would love to see your settings for export template from Substance Painter, and then your map assignments in KeyShot. I've been talking with the Luxion gang about this (even brought it up with Henrik at RenderWorld a few weeks ago) and think it would be highly beneficial for Algorithmic to provide a true KeyShot template, and then Luxion to have a dedicated shader that "just works" when importing all the maps over from Painter. I've been experimenting on my end for a bit and finding confusion on which shading model to use in Substance (typically, I've been using PBR-Metal-Rough because that seems to play nicely when exporting to Marmoset Toolbag) and then what template to use when exporting to ensure there's a match on the KeyShot side. Another user suggested exporting a Spec/Gloss mapping model. It all gets rather confusing.

We need to talk. ;)

-Steve
« Last Edit: May 20, 2016, 11:01:35 am by SteveTalkowski »