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Topics - Rahmlow

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I'm trying to create a mask for the fingernails of my hand model. But it's not comfortable to be done by painting(inaccurate)or by using the polygon fill tool(it's only suitable for low poly, right?)
I'd like to select the faces in the lowpoly mesh and smooth them in order to get the correct mask. How would I feed this back into Painter? Via an additional maskID? Via bitmap?
Any help greatly appreciated! Thank you, guys....

I updated the UV Layout of this model in order to put each arm on a separate UV-Space. Now I noticed that something is off- it looks ok in Maya but here you can see this seams. One is the original UV-seam; it wasn't that visible before. What about the other? Something in baking went wrong? Is anybody able to reconstruct where and how I messed up?

I could use some helping hands here pointing me in the right direction.
I'm building an old barrel( The resulting model( about 10 cm high) will be printed with an elegoo Mars resin printer which is able to print a crazy amount of detail.
I modeled the planks separate for a. more UV space and b. for not using displacement for creating the partings, because I found it quite cumbersome to blend it with wood displacement. ( I'm planing to add the iron braces later via boolean probably in meshlab)

What can I do to prevent the displacement destroying the mesh?

And: more general. Is there a better approach? Should I use something like Sculptris to create my fine detailed wooden planks?

I'm wondering what the correct workflow would be. I'd rather not load all exported maps manually into the hypershade and plug them into a shader for each and every object. As I learned the substanceNode can set this up for you, but it will only accept an archive file (sbsar). Do I have to export to Designer as an intermediate step? Thank you

I'm working on a model(not a single mesh, but multiple objects) and decided to redo some of the UVs. I introduced UDIMs for the 3 objects in order to gain more resolution.

1.When I reimport the mesh and leave 'create a Texture-set per UDIM tile' unchecked I can see it in UV space, but I'm not able to work on it.

2.When I reimport the mesh and check 'create a Texture-set per UDIM tile' only 2 UDIM tiles found their way into a texture set- all other texture sets are lost.

What would be the workflow to maintain all old texture sets with one UDIM tile/object plus getting access to the second UV tile I introduced for three of the objects( the face, the arms, the vest)

Thank you! All help is greatly appreciated.

I installed Painter and the trial is expired now. I plan to purchase the perpetual license on steam. Should I uninstall Painter and give it a fresh start with the steam download?

I read about linking the two accounts in order to get updates from Allegorithmic for one year- can you provide me a link to show me how this done?

thanks a mill

Substance PainterSubstance Painter - Technical Support - scale issue
 on: May 16, 2020, 11:29:27 pm 
Hi, I'm still fighting scale- I guess- issues. I'd would like implement the typical 'scratch' pattern on fingernails.

I would like to tackle this with procedurals, but whatever I try, I can't get the scratches thin enough.

I'm already at 4096. The Uv's of the fingernails are quite small- for the sake of Texel density I guess. Like so:

Is this the reason of my scale problem?

Thank you!


Hi, I'd really appreciate help with my procedural. Probably it has something to do with Scaling.
I have this gum model, when I plug a Cells3 into the 'height' it looks like this with scale(and hardness) = 1.

Obviously the scale is off and I would need much more detail[img width=960 http://

Here it is with a scale of 2047( why 2047 btw?)

Why does scaling affect the procedural?
many thanks

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