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Thread: First time trying to create content for TRS19.

  1. #1
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    Default First time trying to create content for TRS19.

    Today is the first time that I tried to create content for TRS19. Here is what I did:

    1. Load a bitmap file into Substance Bitmap2Material.
    2. Export new bitmaps to new files.
    3. Load bitmaps into PhotShop CC
    4. Create a new image file.
    5. Copied and pasted images into color channels following the example at http://online.ts2009.com/mediaWiki/index.php/M.pbrmetal
    6. Created a box in 3DS MAX and created a material.
    7. Exported the box to FBX file.
    8. Created new content in Content Manager.
    9. Copied files to folder created by CM.
    10. Summited Edits.
    11. Previewed asset in CM viewer.

    I was trying to create subway tiles and the normals are wrong. How can I fix the problem?


  2. #2
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    I tried to convert one of my subway stations to PBR materials but I think it looked terrible:







  3. #3
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    If the first shot is the PBR version and the second shot is the old, then it looks OK to me. But, since you posted here, its not clear if you are using the TrainzDev version or TRS19. I think the TRS19 version of PBR is better although it may be the lighting model.

    I haven't played much with Bitmaps2Material but I gather its main purpose is to convert original photos into various maps including normal and height maps.

    Paul


  4. #4
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    I'm using TRS19 build 96000. Someone posted a link to
    Export preset for Substance Painter.at http://online.ts2009.com/mediaWiki/index.php/M.pbrmetal. How do I use the files generated by the preset exporter?

  5. #5
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    Quote Originally Posted by jeffmorris View Post
    I'm using TRS19 build 96000. Someone posted a link to
    Export preset for Substance Painter.at http://online.ts2009.com/mediaWiki/index.php/M.pbrmetal. How do I use the files generated by the preset exporter?
    1. Start Substance Painter. You don't need to load a project at this stage.
    2. Go to File->Import Resources and select.
    3. In the file selection find the TRS2019.spexp file you downloaded.
    4. Determine where you load to load the resource. I chose Shelf. See below:



    5. Load a project.
    6. Select File->Export Textures and choose the TRS2019 option.

    The assignment of the textures in the TRS2019 export options is exactly the same as one I made myself.

    Paul


  6. #6
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    After I export the textures in SP, do I have to assign the textures in 3DS MAX to model? I think that SP doesn't export model to FBX file.

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    I don't use 3DS Max so the following is just my interpretation:

    You can use either:

    1. This configuration: http://online.ts2009.com/mediaWiki/i..._Configuration, or
    2. Use metadata to define what textures are used for albedo, normal and parameters.

    In both cases you might need to assign the material (something.m.pbrmetal) to the mesh(es) as part of the FBX export. After rereading the metadata page, I'm not sure if that is necessary so I'll follow that up. The metadata file refers to the mesh name so perhaps that is the only key required to link the mesh to the material and the textures.

    Recently, I've been using the Cycles Render option in Blender to try and view the model in a PBR format. This is only of value if I create the textures outside of the Substance toolset.

    Paul


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