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Messages - DustyShinigami

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Yeah, I did. I tried using ZRemesher first just to reduce the current polycount, which helped, but I used Decimation Master in ZBrush to get the assets as they are now. But no matter what I go for, the result is the same with the dings and dents.

Ahh, fair enough. Makes sense.

Yeah, it's simply my inability to load it. :( My tutor recommended I should decimate it, and my laptop wouldn't be able to handle it. Come to think of it, before Maya and Max decided to stop working on my PC, even my main computer struggled and crashed due to how dense the meshes were. Sadly, I've not been able to test them on my PC now that I've reduced the geo with ZRemesher.


There's something I'm curious about - for a university assignment, we're making a high to low poly game-ready character. I'm almost ready to begin baking in Painter, however I've had to use decimated meshes for my high poly assets, which I'm not too happy about. I've noticed they tend to leave a lot of dings and dents on the surface and those get transferred across in the bakes. When I decimated the meshes in ZBrush, they looked fine, and the detail was still there. It's a different ball game in other software though... For some stupid reason, my PC will no longer allow me to install 3ds Max or Maya, so I need to wait until I can reformat my PC. So in the meantime, I have to use them on my laptop, and it can't cope with the original high poly sculpts. :-\ It only just about managed with the decimated parts.

So my question is: if the UVs remain the same, and they're not modified in any way, is it possible to transfer the paint/texture work done in a Substance project if I re-bake the meshes with the original high poly sculpts at a later date?


Substance DesignerSubstance Designer - Discussions - Help with scratches/hair
 on: February 27, 2021, 03:09:30 pm 

I'm fairly new to Substance Designer, so not 100% confident. Following a tutorial at university, we were shown how to make a simple hair generator using scratches so we can add them to hair cards for our characters. I've added a number of parameters as instances to easily adjust the most important things for each clump of hair. This is one of the clumps I've made:

One thing my tutor suggested was to make the root origin at the bottom the same length so they don't look like they're floating. Is there any way - or any nodes - I can use to help me so I can more easily adjust a specific area? Adjusting the parameters I have don't seem to be helping much, and I'm not sure how I could go about correcting it. Maybe some kind of mask would help...? :-S

Substance DesignerSubstance Designer - Discussions - Re: Help with baking
 on: November 27, 2020, 02:34:16 am 
This thread can be deleted to be honest. I found out, from watching the last video, that an intentional issue was left in the high poly mesh, so that's what was causing it. :)

Substance DesignerSubstance Designer - Discussions - Help with baking
 on: November 26, 2020, 05:00:00 pm 

I'm currently a newbie to Substance Designer, though we need to use it for our university assignment/challenge for baking texture maps. We've been given a high and low poly orc model, a smoothing groups script, and some video tutorials. As far as I'm aware, I've done what was covered in the video for a specific part. There's a small buckle on a gauntlet, and it doesn't seem to be baking very well. The smoothing groups have been applied with the script provided, and they look fine from what I can tell, and I've even tried assigning a new material ID to the gauntlets just to try giving all the parts some more texel density/space. Nothing has helped so far. I've even adjusted the frontal and rear values, and set the Match to 'By mesh name'. Both the low and high have been named correctly as well. I've attached screenshots of what the part looks like with its own material ID/UV grid and without.


I seem to have a problem restoring the default materials etc in the shelf. In order to avoid a lot of my C drive's space from being used, I changed the shelf to a custom one by specifying a new location. Though I accidentally deleted the original by mistake. Now all of the default materials have gone. I've even tried deleting the Allegorithmic folder in My Documents so it could restore it, but it's made no difference. I've tried loading up older projects, but nada. And I've even installed the latest update in the hopes that old files/directories would be replaced. Still nothing. I'm not sure what to do to get them back, apart from a total re-install. Anyone have any suggestions? Thanks.

Anyone...? Totally stumped with this. :-\

I've tried just baking this side handle without anything else visible or baked, and I still get the same issue. I've tested to see if any vertices aren't connected properly, which they are, I've double checked the Smoothing Groups in those areas, I've given the low-poly a bit more geometry so it has more curvature, but those areas are still giving me artefacts. Both the low and high are named properly, too - side_bar_low and side_bar_high. The rest of it bakes out fine; it's just small parts of those cylinders.

Well, it's improved after making it one whole object, but it's still happening a bit around the extrusion. Not sure why. :-\ As I say, it's all one object, with those cylinders extruded from the main bar. Parts have been separated by Smoothing Groups as well, and then it's been re-UV unwrapped...

new low:

new high:

Ahhh, okay. Cool. Makes sense. I'll probably just make the entire thing a solid object as naming everything would make the outliner a bit messy.

Thank you. :)

Oh. Hi again. I'm afraid this is that loot bin once more. :p I'm still slowly plodding along with it, along with many other side projects. I'm not far off being ready to bake the entire thing properly and begin painting it, but I'm just sorting out some additional floating geometry, such as that side handle bar. Hopefully everything else will come out fine when you check it. I always end up overlooking something prior to baking...



Okay, I've made a low-poly handle bar from my high-poly. Each part is a separate piece just overlapping the other, and each part of it has its own Smoothing Group, and then UV unwrapped. However, after doing a test bake (Normal), this is the result:

I'm guessing the messy areas are due to faces/Smoothing Groups overlapping others...? Trouble is I'm not sure how best to fix it. Some parts, like the end caps of cylinders need their own Smoothing Groups to give them a harder edge/face, and the objects/cylinders need to be separate pieces, right...? If an entire cylinder is given 1 Smoothing Group, it not only looks crap, but it makes UV unwrapping it tricky and a mess. What would be the best solution here? Or, would it be best just to have a low-poly version of it and not bother baking it...?


Never mind, I'm just being gullible as usual.  :-[ Only had the realisation this morning to just remove the green background using the Magic Wand Tool and hey-presto - transparent background. ::)

Right, so I've been following these two tutorials on making the stamps -

- and in Maya, the guy puts a plane at the back so that renders out a Normal too. In my case, that's no good for the first rivet, as it just looks like a button and doesn't have the outer rim.

So by not having that, I'm guessing my background is using an Alpha Channel and displays it correctly, like so:

The problem though, is taking it into Photoshop and inverting the Green channel, as Substance uses DirectX instead of OpenGL. Doing that gives me a nasty green background in the RGB channel.

Ahh, okay. That makes sense. I'm currently experimenting with stamps, so I'll probably use those instead. If all else fails, I'll try playing with the UVs. Maybe give the parts that need it their own UV tile. :)

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