how do you or is there a way to export a hard surface model made in Houdini into Photoshop for texturing UVs then back into Houdini?
I guess what I am asking is can photoshop be used to paint on UVs instead of using Substance Painter which is another $49 a month for the package
how do you export a hard surface model into photoshop
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bobc4dyou could save uv layout as an image and texture that, but that would not ensure continuity across seams
I guess what I am asking is can photoshop be used to paint on UVs instead of using Substance Painter which is another $49 a month for the package
however since adobe owns Substance they decided to remove all 3D capabilities of Photoshop in favor of more revenue from Substance, even though I doubt the 3D mode in Photoshop was any good to begin with
But if you still happen to own Photoshop that supports 3D painting, I believe it imports .obj
Edited by tamte - 2023年1月8日 21:27:34
Tomas Slancik
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I believe it would fit your needs, because Apprentice can import/export OBJ right? (see "FILE FORMATS" here https://www.sidefx.com/products/compare/ [www.sidefx.com]).
So you would export the OBJ geometry UV mapped from Houdini, import it into 3DCT to paint over UVs (paint across seams ok), then export the image textures to disk (there are multiple export presets available and you can customize too).
Back on Houdini you just have to load the image textures on your shader channels (diffuse, normal, etc..., depending on your render engine).
So you would export the OBJ geometry UV mapped from Houdini, import it into 3DCT to paint over UVs (paint across seams ok), then export the image textures to disk (there are multiple export presets available and you can customize too).
Back on Houdini you just have to load the image textures on your shader channels (diffuse, normal, etc..., depending on your render engine).
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Substance painter is $150 on steam for a permanent license. It is much better than photoshop for organic models. There are other free alternatives but I've found them buggy.
For hard surface models, photoshop alone might work. You need to create uv's in Houdini, generally with a uv flatten node and seams. You might want to add a uvlayout or uvedit node to fix rotations to make painting easier. Use the layout in photoshop as a template (generally setting it to multiply mode on a separate layer). After you paint the texture, turn off or delete the template layer and save the photoshop file as jpg, tiff, or whatever. Use this image as a texture in a principled shader in Houdini and assign it to your model. It is old school but often works.
For hard surface models, photoshop alone might work. You need to create uv's in Houdini, generally with a uv flatten node and seams. You might want to add a uvlayout or uvedit node to fix rotations to make painting easier. Use the layout in photoshop as a template (generally setting it to multiply mode on a separate layer). After you paint the texture, turn off or delete the template layer and save the photoshop file as jpg, tiff, or whatever. Use this image as a texture in a principled shader in Houdini and assign it to your model. It is old school but often works.
Edited by Island - 2023年1月11日 10:39:06
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EVargasI really appreciate this.it may fit the bill perfectly.
I believe it would fit your needs, because Apprentice can import/export OBJ right? (see "FILE FORMATS" here https://www.sidefx.com/products/compare/ [www.sidefx.com]).
So you would export the OBJ geometry UV mapped from Houdini, import it into 3DCT to paint over UVs (paint across seams ok), then export the image textures to disk (there are multiple export presets available and you can customize too).
Back on Houdini you just have to load the image textures on your shader channels (diffuse, normal, etc..., depending on your render engine).
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Islandthank you. I didn't know Substance was available on steam.
Substance painter is $150 on steam for a permanent license. It is much better than photoshop for organic models. There are other free alternatives but I've found them buggy.
For hard surface models, photoshop alone might work. You need to create uv's in Houdini, generally with a uv flatten node and seams. You might want to add a uvlayout or uvedit node to fix rotations to make painting easier. Use the layout in photoshop as a template (generally setting it to multiply mode on a separate layer). After you paint the texture, turn off or delete the template layer and save the photoshop file as jpg, tiff, or whatever. Use this image as a texture in a principled shader in Houdini and assign it to your model. It is old school but often works.
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Island
Substance painter is $150 on steam for a permanent license. It is much better than photoshop for organic models. There are other free alternatives but I've found them buggy.
For hard surface models, photoshop alone might work. You need to create uv's in Houdini, generally with a uv flatten node and seams. You might want to add a uvlayout or uvedit node to fix rotations to make painting easier. Use the layout in photoshop as a template (generally setting it to multiply mode on a separate layer). After you paint the texture, turn off or delete the template layer and save the photoshop file as jpg, tiff, or whatever. Use this image as a texture in a principled shader in Houdini and assign it to your model. It is old school but often works.
How can steam offer Substance Painter perpetual license for $150 when Adobe wants $20 a month?
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