STEP BY STEP EXPORT MATERIALS FROM SUBSTANCE 3D SAMPLER
01 CHOOSE THE MATERIAL REQUIRED
Select a material from the Substance 3D Asset library at substance3d.adobe.
com/assets. There are many to choose from, including some that can mimic geometry, such as the Aircraft Inner Hull panel shown. The download is an .sbar file, which is a native ‘Substance’ file format that can be opened in any of the Substance applications including Designer and Painter.
02 OPEN THE MATERIAL IN SUBSTANCE 3D SAMPLER
Open Adobe Substance 3D Sampler and drag the .sbar file into the main viewport. This imports the file directly, and a representation of the material is shown. The material can now be modified using a predefined preset or by adjusting some of the many parameters available in most Substance materials, which make them such a versatile solution for creating bespoke materials. 04
03 EXPORT IMAGE MAPS FROM SUBSTANCE 3D SAMPLER
When the material is ready to be exported as a series of images, press on the Share button and then select Export As. In the Export screen, select a name for the material, the destination for the images and switch the format to an image type such as EXR. Finally select the Redshift material and then hit Export to create the files.
04 ADD THE TEXTURES TO A REDSHIFT MATERIAL
To import the textures, either drag them into a node view or add texture nodes and manually locate the textures. This is the safer option as some nodes, such as Normal maps, will require their specific node ‘Normal Map’ to work correctly. Connect the textures to the correct material input, and the texture should start appearing as it does in Substance Sampler. Tweak as necessary to get the right result.