@X_FurryFucker_X

3:20     Maybe something like this should work well

Texture Coordinate (with object!!!! like empty) -> Mapping -> Textures (PBR)

@LiminalQueenMedia

What a chad to offer these nodes for free

@hoplite_softworks

One of the most compact, useful and straight to the point Blender videos I have ever seen.

@bluematter435

i like coding, and i like blender,
there's a non 0 chance some day i will help add features of substance painter inside of blender,
either through add-ons or by directly contributing to the source code.

if i wanted to i could start doing that today, and that though makes me really happy,
however i haven't used blender in a while, i will likely make these features if/when i need them,
and it would be neat as fudge if i could share what i make with other people :D

in the meantime, thank you for making this

@rotemharari1565

Downloaded the node groups and followed a substance tutorial, this works well, thank you  Edin!

this video also inspired me to make some node gruops of my own imitating quixel mixer material blending

@ansoncall6497

You can do these same things in many 3D apps. The whole point of Substance is to create baked AO and curvature maps etc, and then just paint. No need to endlessly mess with nodes. Yes, you can get similar results. But its the process that makes Substance valuable, not just the end result.

@daniellee6912

you're a legend for providing the node groups, thanks

@zurasaur

KING, thanks a lot for the shader nodegroups

@3dvolution

Blender is getting there ;) hopefully it will get easier and easier with time ;) thanks for sharing all those tips ;)

@yoshiadme

This video was sick, I love how good it is explained and thanks a lot for the node groups, really handy 💚

@saphi2716

For the Decal, you can setup it in the node Editor and use an emtpy to drive it's texture coordinates.

@ZmashedIndustries

One of the easiest subs of my life

@dagobject

A workaround to create a decal with multiple channels is to use Quick Edit.  It exports your camera view to external app like photoshop. So, if you create a camera, you can have a fixed position for drawing a decal. A little tedious but doable. 
The main problem I had with texturing in blender is export. Because if you mix shaders, you have no way to extract mixed channels, so you have to mix everything in textures connect to one shader and then bake.

@SwaMusic

If you want to expedite the process of having to do each individual map one by one, you can use SimpleBake to select which maps you want to bake out for the entire PBR texture set! 🙂

@billyjjackson

Love the vertex colour idea to assign textures!

@simoncodrington

Great little video mate, keep up the good work ❤

@JaapvanderVelde

It's clever, and compactly presented. Probably of good use to people who are in Blender anyway. However, for anyone that would start using Blender just to save money on Substance Painter - keep in mind that trading your time to save a few dollars on software just means you're not getting paid enough. If your time is the cheapest thing you have to trade, you should consider upskilling or applying it to something that's more valuable. Of course there's limits to that and some software is just obscenely expensive, but it holds true for most normal tools.

@OrangeJambo

Thank you so much for the jumping off point with the blend file. I've made my own awful variations so I am excited to poke around your node groups!! :) liked and subscribed

@Mamika_AFK

500th like! Awesome content, thanks! New sub 😄👍

@mikymuky1171

3:23 For the best result decals I would create a new UVMap and then unwrap the selected faces that I want the decal on. 
It's then just a matter of using that UVMap for the application of the image texture. This method has never failed me. It can even outperform the stencil method as it will conform to any surface and distort the decal appropriately. (At this point it's not even a decal, but a stamp :D )