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Messages - DustyShinigami

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91
Substance PainterSubstance Painter - Baking - Re: Mesh Not Baking
 on: February 17, 2020, 11:59:29 pm 
Actually, upon realisation, I’m better off making the same amount of objects with the low as the high.

92
Substance PainterSubstance Painter - Baking - Re: Mesh Not Baking
 on: February 17, 2020, 10:21:21 pm 
Would the best way of doing that be to group them? I can't really attach them as their modifiers will disappear.

93
Substance PainterSubstance Painter - Baking - Re: Mesh Not Baking
 on: February 17, 2020, 09:45:23 pm 
Okay, I've cleaned up the UVs and have none overlapping. I've renamed the objects too. However, I'm not 100% sure about how many of the objects I need for each. I have more separate parts for the high than the low. Will I need the same amount for the low as well? I'll upload the latest version of the low so you can see the UVs.

https://www.dropbox.com/s/wlotcpcq9ywofhs/loot_low.fbx?dl=0

94
Substance PainterSubstance Painter - Baking - Re: Mesh Not Baking
 on: February 17, 2020, 04:59:16 pm 
Okay. With the low, I figured that because some parts were separated by materials and they could be isolated, it would be fine. So I’ll make sure to get those separated. I did notice that weird overlap with the first UV and fixed that one with a more updated version. With baking, can no UV islands overlap at all? Not even similar parts? Or were you referring to UV islands that are just slightly touching? Once I get a chance, I’ll sort them out and report back.

Thanks

95
Substance PainterSubstance Painter - Baking - Re: Mesh Not Baking
 on: February 16, 2020, 11:55:15 pm 
Awesome. Thank you. I'm going to keep experimenting in 3ds Max my end.

96
Substance PainterSubstance Painter - Baking - Re: Mesh Not Baking
 on: February 16, 2020, 11:51:39 pm 
I did try uploading those to begin with, but I keep getting an error. :-\ I'm going to have to upload them to my Dropbox and link them here.

Low: https://www.dropbox.com/s/wlotcpcq9ywofhs/loot_low.fbx?dl=0

High: https://www.dropbox.com/s/belxfdvno51ppbl/loot_high.fbx?dl=0

97
Substance PainterSubstance Painter - Baking - Re: Mesh Not Baking
 on: February 16, 2020, 08:59:24 pm 
I have another file where things are better aligned again. I have attached all the parts together for the high mesh with this one though. I've still yet to redo all the material IDs as well. Feel free to check the UVs to see if they're okay. :)

EDIT: I keep having issues uploading save files. It keeps giving me a Secure Connection error. :-\

98
Substance PainterSubstance Painter - Baking - Re: Mesh Not Baking
 on: February 16, 2020, 08:34:27 pm 
Okay, thanks. :)

It looks like my low and high are no longer aligned properly again. >_<

99
Substance PainterSubstance Painter - Baking - Re: Mesh Not Baking
 on: February 16, 2020, 05:59:59 pm 
I've corrected the alignment of the low and high-poly so they sit more flush with each other, but that's made no difference either.

100
Substance PainterSubstance Painter - Baking - Mesh Not Baking
 on: February 16, 2020, 03:45:08 am 
For a uni assignment I need to bake my high-poly loot crate to my low. Unfortunately, I'm not having any success whatsoever. For the practise task I had in class, I managed it no problem. With this, nothing seems to be baking. I've tried various things and I'm not sure what or where the issue lies. Admittedly, both of my high and low-poly loot crates don't overlap 100% perfectly. Not sure if that's related.

These are the things I've done so far:

- In 3ds Max, I've zeroed both the low and high (I had to group all the parts of the high in order to zero everything together. After that, I ungrouped them and then reset the pivot and the XForm for each one)
- I've reset the pivot in the centre for both
- I've reset the XForm
- As far as I'm aware, Smoothing Groups have been applied in the same areas and with the same settings
- I created three Standard materials - one for the lid, the main body, and the latches - for the low-poly
- I created a Multi-Sub Object for the high-poly and applied three Standard materials with different colours
- I've UV unwrapped the three parts/UV sets for the low-poly - the lid, base, and latches
- I have similar UV islands overlapping as they're the same. I've also tried it without having any islands overlap.
- I've named them both to loot_low and loot_high respectively
- I've exported them both out as an .fbx
- I've enabled Smoothing Groups, Tangents and Binormals, Convert Deforming Dummies to Bones, and Preserve edge orientation. These were the settings advised to us in our tutorial. It does give me a warning saying that TurboSmooth meshes are tessellated, and there are 7 of them.

In Substance Painter...

- I have the template set to Unreal Engine 4
- The document and textures set to 2K
- I've loaded up the low-poly first
- I've set the Dilation Width to 8
- Loaded up the high-poly
- Set the Max Frontal and Max Rear Distance to 0.1
- I've set the Antialiasing to Subsampling 8x8
- The Match to By Mesh Name
- The Colour Source to Material Colour and applied it to all
- The Ambient Occlusion settings are left at default

However, the end result looks identical to the low-poly when I load it up, with the only difference being the bottom coloured a darker grey. All the attachments/handles all remain low-poly.  :-\ I also get an error message saying: Errors have been found while splitting meshes per UV tile: Mesh 'Side Handle' UV coordinates are missing.

Also, if I try and drag a material onto the mesh by holding Ctrl, none of my assigned colours show up. Instead, the bottom is black and the top just shows a checkered pattern.

I'm totally at a loss as to what's wrong. I really would appreciate some help with this if possible.

Thanks

101
Substance PainterSubstance Painter - Discussions - Have No UV Sets
 on: February 06, 2020, 10:01:57 pm 
Okay, so, in 3ds Max, I've assigned a material to each part of my character model with a Sub-Material. I've then UV unwrapped each part - head, arms, torso etc. I'm able to cycle through the IDs using the Unwrap UVW modifier. However, if I try to use the Viewport Canvas, or import the model into 3D Coat, I get the same problem - all the appear to overlap and there's no way to cycle through them whilst painting. In 3D Coat, it only shows one UV, which is all of them combined. If I start painting, the paint goes everywhere - all across the head, torso, legs etc. What am I missing here? How can I get it so I'm able to cycle through all the UVs for each part?

Thanks

102
Turns out I'd forgotten a simple command. I was supposed to hold Ctrl when dragging a material onto the mesh. All the assigned colour/material IDs then show up. :)

103
Substance PainterSubstance Painter - Discussions - Question Related to Baking
 on: February 01, 2020, 04:37:19 pm 
Hi

I'm currently new to Substance Painter. I've started using it as part of my uni course and I completed my first bake on Thursday with moderate success. :) I understand that if you have something set to a current session, any resources you bring in will be lost in the next session...? That might be the cause of the issue I'm having. My original meshes - low and high-poly - had material IDs set up. Now that I have my bake, those material IDs no longer seem to be there when I try to drop a material on it. I should point out I'm using my PC/laptop instead of the machine I used at uni. Is there any way of sorting this out so I can restore those material IDs?

Thanks

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