Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Adam Dhibi

Pages: [1]
Hay guys, so I'm just wondering if this is possible. Iv imported a coloured decal for a fire extinguisher and although I can paint on the base colour within the projective (ignoring the outside areas), for roughness It just paints the corresponding greyscale as to what the coloured area would be in greyscale form, now i understand why it does that but Im wondering if there is anyway to directly paint the decal a solid roughness colour within the stencil/ projection tool, without approximating it and going outside of the area. Is there a paint on only opaque sort of like in photoshop? or something similar. I know that I could do this an alternative way by just importing a black & white image but how could I do it using a coloured image by using a layer and not a fill layer (or is there a way of doing it in the fill layer)

EDIT: I just did it by using the levels node, but is this the correct way of achieving something like this?

Fixed, wont allow me to remove post, it wasnt a bug, just me being silly.

The UV's need sorting out, the texel density seems different all over which is why the resolution is different on parts of the mesh, your friend needs to go back over the UVs and make sure they are the same (or similar) density all over. Meaning that if he applies a black checker texture all over the mesh then the squares are of equal size. Although its a 2k texture dont presume that whatever your texturing is going to be your idea of a 2K resolution regardless, its all based off of the UV's, if the UV on a part of the mesh is super small on a huge mesh then even 2k will look bad. On the other hand if you have a small mesh like a cup and the UV's are super big then 512 may look like a 4k texture on another mesh. I hope that makes sense :)

If you mean rotating the UV in the modelling package, of course you can do that. But its easier to mask out that area on the material, create a duplicate of the wood material and simply rotate the material in the settings by 90 degrees. I do this on doors and such, much easier than going into your modelling package and rotating, reimporting, rebaking etc

Do your normal maps bake as black also?

Its parkerized metal, meaning its metal with a protective coating over the top which stops corrosion and such, I normally just use a steel underlay (steel rough in painter) and add a semi rough dark grey fill layer over the top with metalness 0 (and edge wear/variation) with a roughness variation fill layer. You may want to check online for the guns you do as each weapon is different as to what material each parts of the gun are, some have aluminium receivers with parkerized metal barrels

Great, just wanted to make you guys aware. Regardless, this update is a huge step forward from the great program it already was, props to the team, amazing job.

It seems like bake by mesh name is broken, i jsut done a test bake on a mesh of which I baked the exact same LP & HP in 2.4 with bake by mesh nme perfectly. On this version it bakes with baking errors all over my mesh, is anybody else getting this? I saw someone post on the Painter 2.5 youtube video saying they think its broke to.

Still going slow, now with even 2048 resolution after importing a sniper 3d mesh with multiple parts, taking a whilst when altering global balance etc. Idk why this is but its really frustrating, i have specs capable of handling it. I have checked System Video Memory on adapter settings and its showing up as 0 if that means anything? It says my dedicated Video memory is 2048MB,

Here you go :)

Hmm, I just tried using an imported OBJ as the LP aswell as the HP (it was originally LP fbx and HP obj) and it baked completed fine with Match by Name

EDIT: I just used an exported HP fbx, I didnt realize obj exported everything combined, that was the problem and why the naming conventions were not working

Hay guys, is it normal for working in 4096x4096 to be really slow when applying new materials and even adjusting sliders of roughness etc. Sometimes it would even crash but its mainly how slow It is for me when working in it. I would be forced to change to 2048. My specs are GTX 760, 32GB RAM, Windows 10, i7 3770k cpu. I have linked a dxdiag and log below if thats any help :)


Hay guys, im having a major issue which I just cannot fix, iv been trying multiple things now but just cant get it to work, its the match by name baking option new to substance. When i do the naming conventions in 3DS Max it bakes just fine but when I do it in May it just produces black normal map bakes, i know this because ill the By Match Name to Anything and itll bake normally then. I have set all the names appropriately (silencer_low, silencer_high) with the transform nodes and shape nodes the same, aswell as set the FBX export option to 2014/2015 but nothing seems to work.

I have screenshots below of my HP and LP naming conventions for export, is there anything wrong with them, to begin with I thought it was to do with the Shape nodes having Shape on the end of the naming conventions, but I change that via the Search and Replace tool so that they match.

EDIT: I have noticed that if I reimport the models back into Maya that the Shape nodes automatically rename to silencer_lowShape etc, instead of how I exported as silencer_low

- High Poly

- Low Poly

Pages: [1]