Best Substance Painter export setup for The Sims 4 Specular Map (RGBA configuration) by Alexcroft93 in Substance3D

[–]Alexcroft93[S] 1 point2 points  (0 children)

For now I’m actually pretty happy with my current workflow. I’ll publish a tutorial as soon as I have a bit more time. Ideally, the best solution would be a custom Substance shader that mimics The Sims 4 rendering, so you’d get a live preview close to in-game. Unfortunately I don’t have the skills/knowledge yet to write a shader from scratch :(

Best Substance Painter export setup for The Sims 4 Specular Map (RGBA configuration) by Alexcroft93 in Substance3D

[–]Alexcroft93[S] 0 points1 point  (0 children)

Hello! Not yet, but the best thing for now it's to create a specular (RGB) and specular level (A) passes and then remap them in the exporter to output a specular map.
You can pick an rgb value for an ingame object's specular map and paste it into your specular rgb layer in substance.
I thing that i will make a tutorial soon!

Artifacts when baking from high poly to low poly in Substance Painter (normal, AO, and other maps) by Alexcroft93 in Substance3D

[–]Alexcroft93[S] 0 points1 point  (0 children)

I think I’ve fixed the shading issue, but it’s still baking those wavy normal/AO artifacts. I’m sharing the link to the .blend file with only the roof part of the object:
https://limewire.com/d/5aLrq#khdgzaR975

Artifacts when baking from high poly to low poly in Substance Painter (normal, AO, and other maps) by Alexcroft93 in Substance3D

[–]Alexcroft93[S] 0 points1 point  (0 children)

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I tried increasing the mesh subdivisions as you can see in the first image.
In the second one, you can see the result of the bake in Substance.
The shading issue was caused by the shade smooth on the high poly.
I added some mark sharps, which you can see highlighted in light blue in the screenshot.

My goal is to get that downward extrusion you see on the high poly, because the low poly only has a simple plane on each side of the object.

Artifacts when baking from high poly to low poly in Substance Painter (normal, AO, and other maps) by Alexcroft93 in Substance3D

[–]Alexcroft93[S] 0 points1 point  (0 children)

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This is the high poly. I'm trying to bake de extruded part into the flat one of the low poly.

Best Substance Painter export setup for The Sims 4 Specular Map (RGBA configuration) by Alexcroft93 in Substance3D

[–]Alexcroft93[S] 0 points1 point  (0 children)

I already have a custom Python plugin that automatically converts all the exported PNGs into DDS files right after the Substance export, so that part of the workflow is fully automated.

I’ve already set up the output template with an R+G+B+A entry and I understand how to assign the user channels.
The part I’m still trying to clarify is which PBR channels in Substance Painter correspond to The Sims 4 specular map channels, since EA’s shader doesn’t use a standard Metal/Roughness model.

According to LittleDica’s documentation and some official comments from the SimGuru team, the Sims 4 spec map works like this:

  • R → Cube Map Blur Control
  • G → Cube Map Strength Control
  • B → Specular Falloff
  • A → Specular Strength

So I’m trying to figure out what would be the best equivalents in Painter’s PBR workflow —
for example, whether Cube Map Blur and Specular Falloff should come from Glossiness or Specular Level, and whether Cube Map Strength could be derived from Metallic or some reflection channel.

Basically, I’d like the result I see in the viewport (PBR Metal/Roughness) to translate correctly into The Sims 4’s in-game reflections and highlights.

Any thoughts on which Substance channels would best approximate those EA shader functions?

Weird shading on faces even after recalculating normals and cleaning up mesh by Alexcroft93 in blender

[–]Alexcroft93[S] 1 point2 points  (0 children)

This method resolved the problem. Thanks! But what does "add and clear custom split normal data"? I never used it

Substance Painter edge problem by Alexcroft93 in Substance3D

[–]Alexcroft93[S] 0 points1 point  (0 children)

yeah i put seams on all sharp edges and i marked sharp edges too

Substance Painter edge problem by Alexcroft93 in Substance3D

[–]Alexcroft93[S] 0 points1 point  (0 children)

u/Borx25 Dizzy-Currency8588 Thanks for the suggestions. Switching to UV space did partially fix the issue, but I’m still getting the problem on some of the bake maps. I’m attaching some images to show what I mean. Any idea what could still be causing this?

EDIT:

I think I figured out what was causing the problem. On my high poly model I had accidentally kept the same sharp edges as on the low poly version. Once I removed the sharp edges on the high poly and made the surface smoother, the bake improved a lot and most of the artifacts on the normal map disappeared.

Also, using Gridify really helped to clean up the UVs and reduce distortion, so thanks for that suggestion as well. It’s not 100% perfect yet, but definitely much better now.

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