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Messages - DustyShinigami

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16
Hi

I've tried following the information here - https://docs.substance3d.com/spdoc/normal-map-painting-109608964.html - to paint out a baking issue, but I can't seem to get it working. The baking issue in question is here... https://imgur.com/msK0C7C

I just want to keep all the rest of the bake information and paint out that area. I've set the Normal Mixing from Combine to Replace, which gets rid of the issue, but then all the rest of the detail is lost. And I can't seem to paint it all back in. :-\

17
Ahhhh... I've just realised why it's not working. I've been using the Polygon Fill. Thinking that's a nice quick way of masking everything out.  :-[ :-S

18
Okay, I've added a mask to the object's folder, and that's worked. The scratches only appear on the buttons. But doing it the way I usually do, and how you've suggested, just isn't working. Whether it's with a Fill layer or a Generator.

19
Yep. That's exactly what I do and how I work when adding them. I have the layers in a folder called Brass Buttons. No mask has been added to the folder, but I'll try that next. But with the mask selected on the main Fill layer, I've added another Fill with the scratches, and then as soon as I add a Paint layer and paint out everything else except for the buttons, the scratches just don't show up.  ???

20
Okay, it's going weird again. I'm trying to add fine scratches to some brass buttons. I have the base Fill Layer with a colour, a rough, and metal set. I've used a black mask to hide everything else except the buttons, selected the mask, added another Fill layer, added some Directional Scratches, added a Painter layer, used a Polygon fill to mask everything except the buttons, but the scratches just won't appear on the surface of them. I've tried different blend modes - Overlay, Soft Light, Linear Dodge, Multiply etc - but they won't show. Even adjusting the various sliders doesn't help. If I turn off the paint layer, they show, but they show on everything.  :-\


https://imgur.com/Af5VFgj


Not only is the forum failing to notify me of replies, but I can't even upload an image in the message. I get a Timeout error if I try to attach anything, and inserting an IMG link shows nothing in the post. :-\

21
I've gone back to it and it seems to be working correctly and how I remember it. So maybe earlier Substance was acting up and just needed restarting...? I'm not sure. Also, the area I'm working on already has a mask applied to the folder it's in. So maybe that was causing some confusion...?

I'll report back if things start acting up again. :)

Also, you're right about the Smudge and Passthrough. It's also working if I leave the blend modes at Normal and select the mask.

22
Hmm... Weird. Out of curiosity, how do you go about adding an alpha, like dirt or scratches, to something like a piece of metal?

23
I can't seem to get Smudge to work either, or figure out how to use it properly. It probably is just me, but I don't recall having this much of a problem the last time I used Painter.  :-[ I've tried experimenting with adding dirt to the sides of the barrel in the scene, but I've gotten that frustrated with it, I've had to quit for now and come back to it another time.

https://www.dropbox.com/s/9i202ypetkcnj7a/fable_low_texturing.7z?dl=0

On another note: the 'Notify me of replies' option I've ticked doesn't seem to work either. I've had no email or notification on here that you even replied. ???

24
Substance PainterSubstance Painter - Discussions - Has Painter Changed?
 on: April 01, 2021, 06:12:36 pm 
Hi

I probably won’t get a reply to this as usual, like my other threads/questions I’ve asked lately...  :-\ But has the way Substance Painter handles layers, Generators, Alphas etc changed slightly since sometime last year...? It could be me misremembering, but I seem to be having issues adding effects to my layers. I swear before, I was able to add a black mask to my base Fill layer, paint out the parts I didn’t want, selected the mask, add another Fill layer, and then add an alpha/effect, such as dirt or scratches, and then I could adjust the offset and scale etc. I possibly had to re-paint out areas I didn’t want it affecting again with a Paint layer.
Now if I do that, the effect/scratches still don’t show up in the area I want. Even if I’ve masked/painted out everything else. I’ve tried adding effects using a Generator and adding them to the Alpha of a Fill layer, and I’m still having the same issue. A Fill layer is ideal as it allows you to adjust the scale and offset etc. I swear that’s what I used before anyway.

If I don’t use a Paint layer to paint out the areas again, the effect covers everything, despite using a mask to begin with, which seems counterintuitive.

25
Hi

I'm struggling to understand the material ID setup inside of Substance Designer over Painter. In 3ds Max, I've assigned a single material ID to my unwrapped meshes, but in Substance Designer, they're broken up into 4 different material IDs. :-\ Why is this...? Is there a way of getting them to be just one ID? Also, is it possible to setup a material ID map like you can in Painter?

Thanks

26
Hi

So I've baked some of the maps in Substance Designer instead of Painter, and I have the AO, Normal, Curvature, Height, Position, Thickness, and World Space Normals. Apart from the Normal and AO, I don't know where the other maps would be assigned to to see them on my low poly. Could someone point me in the right direction?

Thanks

27
Hi

Whilst baking the various textures for my character, which I've split up into different sets based on their sizes - 4K, 2K, 1K - I'm finding that some parts don't bake well as others. This can usually be rectified by adjusting the Front/Rear Distance to .01 or 0.1, or vice versa. However, this then effects the other parts that did bake well, and then they have weird baking issues. How do others get around this? At the moment, I'm finding I'm having to split things up even more and bake certain things individually, which tends to help, but then I'm having to composite all the bakes in Photoshop so everything is together on one texture sheet, based on the UV layouts.

Are there any other methods of getting around this? Or is this the best way?

28
Okay, thank you. That's done the trick. :D However, I now have another problem, which is related to my previous thread, and the last post I made. I currently have the parts of my character's UVs split up so they're using different tiles - U1,V1; U2,V1 etc. I've had to split the parts up into separate Substance projects in order to bake them. I've managed to composite the Normal bakes so all the different elements on their respective texture sheet. So I now have a Normal map for the first UV tile and a Normal map for the second UV tile. But. How do I add both of them...? I only seem to have an option for adding one in the Texture Set Settings, but no option to add a second. :(

Thanks

29
Hi

How exactly do you export the baked textures from Substance Painter EXACTLY as they are from a project? So the Normal, World Space Normal, ID, Ambient Occlusion, Curvature, Position etc.? It seems like whenever I set a preset I think will give me those maps, Substance splits them up into different maps. Or they look completely different. The ones I have don't include any Curvature, ID, or Position maps et al.

Thanks

30
Well there's multiple parts to the mesh. I've split them up based on their texture size - so all the parts for 4K maps, all the parts for 2K maps etc.

I have a plan that I'm going to try. I really don't want to use decimated meshes at all. So I'm going to micro-manage things even more. I'll set up a new scene in Max just for all the 4K parts, 2K parts etc., and then try bringing in the original high poly meshes. See how my laptop copes. If not, I'll have to split things up even further, so I have 2-3 4K asset scenes in Max, do the baking, and then do some compositing in Photoshop so I can put all the texture map parts together. As in, put everything together for the Normal map, World Space Normal map, AO map etc. Then I should be able to bring in my entire low poly mesh in a new project and drop those maps in, right? :)

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