
I am exporting OpenGL, I am exporting only Diffuse, Specular & Normal maps and I am not trying to bake "shadows" per se. Substance Painter is great, but it's not really setup for the diffuse/bump/spec model that SL uses and most substances tend only work well with PBR metal/rough shaders (although substances from Allegorithmic's Substance Source usually work well with diffuse/spec if they're dielectric).

Another thing I often do to get that unrealistic "SL look" of lots of heavy AO is to add a couple of multiplied fill layers with the Substance Painter generated AO textures on top of everything else, even after I've added a couple of AO smart masks.

The real pain with that is it only seems to work if you're working with the PBR shaders.įor the times when I have wanted shadows I've just baked the shadow maps in Blender and then added them as fill layers in Substance Painter. If I want some subtle shadows, then as you say the baked light material/filters work well (there's one with lights as well as environment too which is useful).

I generally avoid baking actual shadows into textures now as I think a lot of people have shadows enabled in their viewers.
