Design Workflow From SEDDI Textura to Substance
How to set the real size in Substance Painter and arrange height maps when importing SBSAR from SEDDI Textura.
Design Workflow From Textura to Substance Painter
In this article, we will describe the design process for applying a Terry fabric created in SEDDI Textura in Substance Painter.
First, download the SBSAR file from SEDDI Textura and create a new file in Substance Painter.
Remember to use these settings:
Please note that SEDDI Textura materials have their real size indexed in the file. It should work well when an object is modeled with its correct real-world size. This setting applies to those sizes.
Displacement Map vs. Height Map in Substance Painter
The next step is changing the height map to displacement. SEDDI Textura does not generate height maps. Height maps in Painter are used as bump mapping, an old method to achieve volume, similar to normal mapping.
You have to add displacement from the Texture Set Settings panel.
Once you have added it, select it in the Material Properties, and de-select height map.
After that, you can export the textures. This export option gives you all of the files you need. You can also choose what you need later:
You can see the difference between the displacement and height map here (displacement is on the left):
After that, just drop your textures in whatever engine you want to use. This is a quick test example with Maya and Arnold: