this add on changes how import maps ....within blender by maps been installed isbsr file ,,,, and u can update,,,maps ( there are methods that change some of the ideas above .... only just coming across them my selve
What the best method to uploading PBR material to cg trader.......The maps work on 4 sided low poly plane ......it seems over kill to upload all formats of obj from blender,lightwave,zbriush, just to maintain the publishing score ....( publishing score affect ranking royalty rate)
(m very confused.. on teh above )
link 2 pbr
https://www.youtube.com/watch?v=zuv0MkQA-oo
link to pbr
https://www.youtube.com/watch?v=bQoiusr2Wog
this add on changes how import maps ....within blender by maps been installed isbsr file ,,,, and u can update,,,maps ( there are methods that change some of the ideas above .... only just coming across them my selve
https://www.youtube.com/watch?v=Q31HjY6FKWU
speed up wrkflow within blender from substance Designer
, its free addon install in belnder enable import. substance files ,9 you dont need substance painter ,designer or player..... can create files for the add on in substance designer
to the cg trader please take this thread down think my questions answered ........ the answer we have to proivide all formats allso try educate d the end user how substanc eplayer can usweed in ther projects on all 3d appps ......... i can see some users unware of this .... mean there so many methods ... to think it balck and white and just slot in to all one way........i can see is not he case ...... please remove this thread thnk u
answer its pbr material that im selling on plane ( substance player is free dowload and can export the maps did u watch the video
answer its pbr material that im selling on plane ( substance player is free dowload and can export the maps did u watch the video
You are not providing many formats for the purpose of increasing a publishing score. You are uploading multiple formats for the convenience of the user.
If a model is published in a specific file format, the purchaser is assured that the model can be immediately opened in the intended application, and will appear in that application as shown in the product pictures. If a user must go through the additional step of "importing" a model, it is inconvenient, and the user must often also apply the materials to the model to conform to the shader requirements of the application.
For models in *.obj file format, the materials must be in the same directory as the model. The *.mtl file that describes how the materials are applied to an *.obj model expects the materials to be in that directory. (Of course, you should always publish models in both *.fbx and *.obj file format if you can, as these can be imported into almost every application.) So, for *.obj file format models, the *.pbr materials should be in the same directory as the *.obj and *.mtl files, and they should be zipped up that way. Models published into *.fbx file format should be handled in the same manner.
Now, after that, for models in Blender, Lightwave and other file formats, it is up to you. Your first responsibility is to the purchaser, so you should do whatever is most convenient for the purchaser - not what is most convenient for yourself. If you wish, you can create a separate file folder for the *.pbr materials. But in doing so, you are expecting the purchaser to "import" the model and re-texture it in his or her application, and you should state this in the product description. Otherwise, if it is possible, you should be ccreating Blender-specific materials for models for Blender, Lightwave-specific materials for Lightwave-formatted models, and so forth.
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