ZBrush VS Substance Painter: Normal Map Creation - ZBrushCentral
Subdivision box | Substance 3D Designer
Task 2/3 - High to low poly bake - part 1: Fixing baking errors - ALAN HORTON'S GAME DESIGN & 3D MODELLING
3D View | Substance 3D Designer
materials - Applied a subdivision modifier and imported in Substance Painter 2, the result is horrible - Blender Stack Exchange
Strange baked normal artifacts. Need help figuring out how to fix it. — polycount
Creating a flannel Smart Material
Creating an Xbox Series X with Substance Designer - Part 1
Game Ready 3D Models and Beveled Edges
Game Ready 3D Models and Beveled Edges
Substance Designer 2017.2: Using the Flood Fill Nodes - YouTube
Setting up model with many objects for Substance Painter - Materials and Textures - Blender Artists Community
Subdivision (Sub-D) and Low Poly Workflows in 3D Modeling - YouTube
How to Create a Stylized Character Using Zbrush and Substance Painter - Spyro Fanart - Stylized Station - Learn Stylized Art
ArtStation - How to create your high poly versions in Substance Painter
Problems when baking normal map in substance painter — polycount
Subdivision box | Substance 3D Designer
The good news, is that we can tweak some settings in ZBrush to produce a Cavity Map that highlights the 'peaks and valleys' of the mesh with more grey values in between... like the Curvature Map in Substance Painter.
Can Substance Designer Be Used for High Resolution Hard Surface Models? - Lesterbanks
IRAY tesselation/subdivision settings in SUBSTANCE DESIGNER - YouTube