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 - DustyShinigami

Pages: [1] 2 3 ... 7
Set up a cage following a tutorial, but I couldn't see any difference in the bake. Not sure if I'd done something wrong. The hands still came out like this. :-\

Actually, thinking about it, I'm not sure if the method outlined in that thread would work very well. Even though I have a number of elements that are symmetrical, there's at least one I can think of that has some floating geo on its other side, which casts a slight shadow behind it. That's something that shouldn't be on the opposite side. How would you merge two separate AO bakes out...? Or would I just use the one and ignore the other...?

Hmm... Kinda struggling with the different channels. It's the post at the bottom of this thread I found:,33948.0.html

I don't think I'm approaching it right. I'm not using Blender in this case, but 3ds Max. I can't seem to select the desired UVs I want and then move them to channel 2. It's putting everything in the new channel, it seems. :-\

Okay, I've just found one of your posts about it in another thread. :) I'll test it out and report back if I have any issues.

Okay, this is something that has completely stumped me. I've recently made Tiny Tina from Borderlands 2 as part of a university assignment. I've even been speaking to the original character modeller on ArtStation about some of his methods and insights. :) However, one thing he mentioned, was that he always overlaps his symmetrical UVs to save space, and his bakes always come out fine. I did the same, and though the Normal map and everything else did come out fine, one map doesn't, which he said would be a problem. The Ambient Occlusion. I'm a little bit stumped on how to get a decent bake for it. I've read that the overlapped pieces should be offsetted by 1. I did that, but they still baked wrong. I've even tried offsetting them and then flipping them so they're facing the opposite way, thinking that would definitely be the answer, but they still came out wrong.

I've linked the low and high via Dropbox in case anyone wants to investigate further. But how do others approach this...? What's the ideal workflow? Thanks.

tina_low -
tina_high -

Okay. I've never used a cage before, so I'm going to look into it and try it out. :)

Substance PainterSubstance Painter - Baking - Baking issues with hands
 on: May 05, 2021, 04:23:07 pm 
Could someone help me out with this...? I keep getting the same problem on the hands of a character whenever I try to bake the Normals. If I set the frontal and rear distance to 0.01, the hands come out fine. Unfortunately, other areas suffer. Usually, the folds and creases on clothing. If I set the distances to 0.1, I get baking issues at the sides of the hands, but everything else is fine. It's really annoying. :-\

Figured it out again...  ::) ;D BUT. To clarify: has the methodology for this changed since that guide was made...? I managed to get it working via two ways - adding a black mask to the first Fill Layer, and then adding a Paint Layer. Then I can switch between black and white and paint in/out the areas I want. Or, add a Paint Layer to the first Fill Layer and set the brush and eraser to NRM instead of Color. If that's always been the case, that guide needs updating, because it doesn't say anywhere on it to do that. It's a bit vague on the details for painting out the areas.

Might be best to keep this thread open anyway in case anyone else gets stumped on how to do it. Either that, or I can refer back to it again in case I forget. :p

Also, the layers have been set from Normal Detail to Normal.

Looks like nobody did, which is just as well, as I'm still having problems. I managed to get it working the other day, but now I can't. Again, I'm following what's suggested here - - but the problem area isn't being painted out.  ??? :-\ That guide suggests a regular or Fill layer should work, but I can't paint anything out on a new Fill layer. And adding a Paint layer doesn't paint the issue out. Nor can I switch between black and paint paint.

Ahh, okay then. Thank you. :)

@CAGameDev: Just a little something related that's confusing me - why is it, if you add a mask to a Fill layer, and you specify the areas you want or don't want affected by the mask, that as soon as you add another Fill Layer to the mask, and add some dirt or grunge, that it covers everything? Surely if you've specified the area in the mask, that's the only area the dirt/grunge etc will cover...?

Set it to use the GPU, but the same problem happens. It even takes a while to think about it when colour picking. The problem with it taking the time it does to load between things is that my laptop gets hotter and eventually it'll lead to an inevitable crash.

I may already have the latest driver installed. I'll have to check. Disabling the onboard graphics might be a problem though. It doesn't seem to let me do it as it uses Intel graphics for the basic display and usage of the laptop. And then the GPU for games if I set it to that.


I'm currently experiencing very slow performance whilst working in Painter on my laptop. It can take a few seconds to process just from adjusting sliders or turning on/off layers. I'm using an MSI gaming laptop with a GTX 1060, 8GB DRR4 RAM, Windows 10, and running it from an SSD. It's not kitted with the latest hardware, but still... I've also experienced a couple of random crashes too.

Are there any settings I could adjust to help performance?

A moderator can remove this thread if they want. Moments after posting it, I managed to get it working.  :-[ ::)

Pages: [1] 2 3 ... 7