@levistone_dev: ORM packing will save you time, storage, and hassle. Here's how to do it. #gamedev #digitalart #dev #3dmodeling #3dart #tips #tools #substancepainter
Packing maps IS standard practice, “ORM” is NOT. There’s a few different “standard” ways to pack a map. This is good to know though so thank you 💯
2025-10-07 16:57:00
6
Frieza (real) :
It wouldve been nice if you actually showed how to do it in SP and PS…
2025-10-13 06:49:47
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duckules :
dont forget to pack something to the alpha channel for 4 textures from a single sample
2025-10-13 05:43:21
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RAH :
Any free or far cheaper alternatives to substance painter? I’ve been learning modelling but my texturing is buns cause it’s just blender drawing, any advice rather than using blenders built in one or jpegs etc?
2025-10-11 03:54:06
1
Zurovsky :
Good advice, I also want to mention that compression for each channel is a bit different. What I mean is: A-channel is the least compressed channel (almost none), then is G-channel, then R-channel and at the end is B-channel (the most compressed). So that why usually you buy less important maps there like metalness. I’d say if you want to include height / disp map in ORM, I’ll choose A-channel instead or a separate texture file.
2025-10-08 15:19:24
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nocomma39 :
i was studying a model and found a map that looked like this but had NO idea what it was for and couldn't find any info on it!!! Now I know!!!!!
2025-10-10 04:26:47
2
Letmebefree :
Does it work with Maya?
2025-10-08 14:19:16
1
Timothy Negron :
im finishing up the demo my game and just recently last week realized that I could pack those 3 together and send it to unreal engine 😭. But defiently will do in the future
2025-10-07 18:48:37
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Corrackn1 :
just export it as ue preset, it has color, normal and orm preset setup
2025-10-08 21:49:52
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theparkbench :
ambēənt
2025-10-07 04:38:30
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The game dev cave :
It cuts down on storage space which is nice but more importantly even, that save space is also saved in memory, which is even more important. Especially for game assets but even if you’re doing renders, it can make the difference between having to fall back on system memory vs fully GPU rendering which is a massive difference in speed :)
2025-10-08 12:25:16
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SOIART :
thank you
2025-10-06 17:02:04
1
angel :
i thought game engines do this automatically
2025-10-07 07:26:05
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Stephen :
Also! If you use Substance Designer. Use an "RGBA MERGE" and output your ORM from that. with your AO, roughness and metallness maps as the rgb inputs! 🫡
2025-10-08 17:07:23
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tranquilartist18 :
I really need to get back to game art. entirely anatomy focused now
2025-10-06 17:52:30
1
Nathan :
the reason that the roughness is generally in the G channel is becuase in some file formats at 16bit the G channel gets an extra but which can help reduce banding and other artifacts int he roughness map which is more important then the other maps. altho this probably doesn't matter as much for games and the differences are generally negligable.
also packing maps can reduce the amount of texture samples in a shader which can save some shader instructions :)
2025-10-07 17:50:10
3
Zurovsky :
Small update - when using it in Unreal Engine!!!
2025-10-08 15:20:16
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hexbun :
thank you!!! so glad i followed ☺
2025-10-06 15:11:13
1
user1970980510252 :
😁😁😁
2025-10-06 13:13:15
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stagnantdom :
Doesn’t it work only with unreal engine?
2025-10-08 23:35:45
2
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