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Messages - oeales

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1
seriously this would be amazing.

loads of people are looking at Godot now.

2
I support this!

bump

3
i am interested in using Substance Designer to make leaf foliage which can be used with Speedtree.

speedtree uses several maps.


Color(diffuse/albedo)

Opacity

Normal

Gloss

Specular

Metallic

Ambient Occlusion

Subsurface Color

Subsurface Amount.


the last two, 'subsurfice color' and 'subsurfice amount' any idea what they should look like, and what would be the comparible outputs in Substance Designer?

4
https://imgur.com/a/cJgwnsT
it looks fine in Substance painter, but I export the sbsar file and the quality of the diffuse looks really bad in Marmoset.

5
 I use Unity 2017.1

I've noticed that I've had problems with sbsar files.

the only sbsar thats that work are non procedural ones which are simply containing a few baked maps.

however everyone online is saying Unity only stopped supporting Sbsar in 2018.1

so surely my version of Unity should be fine for using with Sbsar files?

I dont want to upgrade cause I only use Unity for looking at my models, I dont do anything else with it.

the Allgegorithmic addon only works for version 2018.1.

can anyone confirm what I am saying is correct?

6
I understand the concept of thickness maps.

however I cant find any clear documentation explaining how to use transmission maps or thickness maps.

for example.

recently I made a paper lanten, I used emission maps...

https://www.artstation.com/artwork/k4QVDl

however originally I wanted to make a very thin paper with an candle mesh emitting light inside the lanten mesh, I was told that transmission maps would be appropriate for this.

however Im not sure how to use them. are they grayscale or rgb?

if I add a transmission output node in SD, I notice no change to the rendered substance.

If I export this as a sbsar to Substance Painter, and add an new channel in SP (transmission) what else should do I do?

8
here is a t-shirt I recently made using MD, Topogun and Substance designer.

Its the first time I have actually exported an item, retologised it and exported it to Unity, I can see lots of areas which need improvement such as the collar around the neck line etc.


I have done lots of work in SD, and lots of stuff in MD but never together.

Also I have lots of experience baking high poly models in Blender, but less so in Substance Designer.

In Blender I can make a high poly model, unwrap it, apply a seamless texture to it, then bake it onto the low poly model. I did this in Blender with this t-shirt's normal map. Is it possible to do that in Substance Designer?



The same post on Polycount....


http://polycount.com/discussion/198758/i-need-some-advice-for-using-substance-designer-with-texturing-low-poly-items-of-clothing/p1?new=1



9
I made a package with several graphs inside of it. (10+ graphs, been working on them all night)

While exporting to Unity I kept getting errors, thats not the problem I want to talk about though.

however to work out which graph was causing the error I wanted to publish the graphs individually.

so I saved my work, all 10+ graphs in the same file, SAVED.

I then removed several graphs so only 1 remains, export to sbsar file, close SD to save memory, open Unity, import the file to the correct location.

Then I close unity and return to SD, I open my save file, but only one graph remains, the last one, when I closed it, I have lost 10+ graphs, a nights work!

 there is no save option when closing, so I assumed my work was saved if I revert.

you should look at this issue, its 6am where I am now, Im pretty pissed if I wasnt pissed I wouldnt be writing this at this time.

10
You can bake textures from high poly meshes to a texture on a low poly mesh using the "texture from mesh" baker. I don't think you can associate multiple textures with one high poly mesh though, so if that's your case, you may have some compositing to do in the graph afterwards.

transfered texture from mesh? ok, i will experiment with that tonight.


merci.

11
Hello,

here is my question, its quite long so I will try to make it clear.

In Blender it is possible to texture a highpoly model with materials and tiled textures, then bake this on to the low poly model. Does Substance Designer allow us to import a high poly model, add materials/textures to it, then when baking to the low poly have these things bake on to the low poly?

Of course you can select vertex bake. but its not the same, as its just individual colours and I am trying to make a very complicated texture and if I was to attempt to line up everything it wouldnt work.

do I make my question clear?

12
the first image is my high poly model.

the second is my SD6 normal map.

the third is my Blender normal map.




I cant understand how Blender produces a nice normal map which looks like its nice and linear, while the SD6 map looks like its created from a single focus point and the nuts in the corner are distorted cause of a 'shadow' effect?

some people elsewhere say "use a cage" 1) I got no idea what a cage should look like, if Blender doesnt need a cage why does SD6 need a cage? is there a quick fix? what am I doing wrong?

merci.

13
I logged into my allegorithmic profile and I cant find where to sync with my steam account.

 From Steam...

"In your account, click the downloads button and then at the top of the downloads page, you will see the "link steam account" button."

"Once you have linked your Steam account, you will then click the "Get all app licenses of steam account" button to get the licenses. "

however I cant find any of that.

14
I import a mesh, it is about 10 different materials.

I make a graph for each material.

when ready I export output as bitmap for each material.

now I have 40 bitmaps, 10 diffuse, 10 normal, 10 rough, 10 metal.
 
I have to spend 1 day layering the bitmaps in the correct order in Gimp.

the final game ready mesh will only have 1 material, so having to stitch all of these together is hard work, even Blender doesnt have this problem.

Why cant SD export all the materials into 4 bitmap/bakes?

15
hi sorry for the late reply.

I am using amd sapphire 7770 graphics card with 16gb ram, I think it should be supported.

where can I find the log file?

here is the dxiag...

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