Substance Painter Workflow for Fallout 4 Modding #002
Brother Shogo Mods
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Substance Painter Workflow for Fallout 4 Modding #002
84 просмотра · 2 нед. назад
Brother Shogo Mods
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84 просмотра · 2 нед. назад
Shogo Workshop #2 — Dirt, Smart Materials & Fallout 4 Texture Export
In Part 2, I build on the base materials and edge wear with a separate dirt layer, experiment with Substance Painter's built-in Smart Materials, and export the maps for conversion into Fallout 4 DDS textures.
Follow the on-screen captions and red callouts as I adjust dirt, compare surface finishes, prepare the exported files, and review the converted DDS maps. Longer material experiments are sped up slightly, and the ChatGPT compilation wait runs at 12x. The workflow stays in sequence.
WHAT YOU'LL LEARN
• Add a dirt fill layer with a black mask and a Dirt generator.
• Adjust Dirt Level, Dirt Contrast, Grunge Amount and Grunge Scale.
• Use baked mesh maps to guide procedural dirt and wear.
• Try built-in Smart Materials and edit their individual layers.
• Learn how to save a material folder as your own Smart Material.
• Export Base Color, Metallic, Roughness, Normal and baked Ambient Occlusion maps.
• Package texture exports and request DDS conversion with ChatGPT.
• Review diffuse, BC5 normal and packed specular/gloss maps before testing in Fallout 4.
CHAPTERS
00:00 Dirt fill layer
01:00 Dirt generator controls
03:15 Trying Smart Materials
06:06 Comparing surface finishes
07:56 Working across texture sets
09:37 Tip: save your own Smart Material
10:35 Review before export
11:19 Export texture maps
12:23 Export baked Ambient Occlusion
12:47 Prepare the ZIP
13:55 Request DDS conversion
14:58 Compilation wait — 12x speed
15:20 Review the compiled DDS files
16:25 Inspect the diffuse map
16:45 Normal and specular maps
17:25 Next step: test in Fallout 4
CONVERSION NOTES
In this example, AO was blended into the diffuse at 20% strength where supplied. Bullets and casings were left without AO to avoid darkening them from enclosure inside the weapon.
The uploaded archive contained texture maps only. Include the existing NIF and BGSM files if you also want their texture paths checked. State the normal-map convention and request a report of channel packing, DDS compression and mipmap settings.
ChatGPT needs access to suitable conversion tools to produce DDS files. If those tools are unavailable, ask for a conversion script you can run locally. Always review the results and test them in-game. This video ends with DDS inspection, not an in-game test.
SHI FALLOUT 4 PREVIEW SHADER
My custom Substance Painter shader helps preview the intended Fallout 4 material response while you work. It is a preview aid; final lighting and material behavior still need to be checked in-game.
https://www.dropbox.com/scl/fi/dhczu3...
MUSIC
Music by Karl Casey @ White Bat Audio
Tracks: Midnight Paradise, Lost Era, Arcane
https://karlcasey.bandcamp.com/album/...
/ @whitebataudio
Shogo Heavy Industries — SHI Redux