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Messages - volker

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The error message tells you exactly what the problem is, it even tells you the problematic tile (2-1). Each UV island must be within one specific UV tile, it cannot cross from one tile into the next.

Locate the UV island that intersects with the border of the tile, remove the intersection (move it away from the border), then re-import into Painter.

Substance PainterSubstance Painter - Automatic UV unwrapping - Re: Miss-Mesh
 on: December 26, 2020, 09:48:29 pm 
Make sure that you do not have any ngons (polygons with more than 4 sides) in your model. Painter will triangulate your model internally upon import, and triangulating ngons can lead to the creation of unwanted distorted polygons.

The best method is to triangulate your model yourself before importing it into Painter.

I'd say its a mixture of bad UV layout, lowpoly object not matching the highpoly object, and wrong baking settings. Hard to tell though without any additional information.

Best upload lowres and highres meshes somewhere so we can check them out directly.

If you can't do that, post screenshots of the UV layout, your highres + lowres objects, the naming of the objects, and the baking settings.

Substance PainterSubstance Painter - Discussions - Re: Colour not showing
 on: December 21, 2020, 12:17:40 pm 
Post a log file please (Help -> Support -> Export Log).

In the Texture Set Settings, set 'UV Padding' to 'UV Space Neighbor'.

Upload the log file, it is located here: C:\Users\*username*\AppData\Local\Allegorithmic\Substance Painter\log.txt

Upload the log file, it is located here: C:\Users\*username*\AppData\Local\Allegorithmic\Substance Painter\log.txt

Your objects look unreasonably messy, with far too many polygons, there is no reason to have distorted triangles in a simple object like this. It will produce artifacts and visible edges in places where you don't want them.

I have attached a cylinder object roughly matching yours, but with geometry that will produce clean bakes.

Well, its extremely messy geometry without smoothing groups on it. Is that faceted look of the cylinder intentional?

A 'smart material' is just a group of individual layers (evaluated from bottom to the top) that can contain any number of procedurals ect that might or might not have some directional effect to them. There is no concept of a 'smart material' as a whole.

You need to plan ahead. If the smart material with directional effects does not match your object, rotate the UVs/ individual UV islands to match the used material. Or do the rotational adjustments once for each material, and save it as a separate smart material.

Anyhow, there is no way to rotate everything at once. Live with it and adjust you workflow, wait till they implement this functionality (which they might never do), or use another application instead.

The objects are microscopic in size (4mm height), you need to scale them up. Also, you need to create good vertex normals (smoothing groups) for the lowres object.

The lowres object also needs to match the highres object better. If you just eyeball this, you will get baking artifacts in unwanted places (like on the last screenshot, where you see clearly that the indentations in the lowres object are shifted from the indentations in the highres object). For best results, snap the lowres vertices onto the surface of the highres object (shrink wrap).

Upload the FBX please, I can't tell you whats going on with that screenshot alone.

There is no way to rotate everything at once. You will need to rotate each element of the smart material manually.

If you upload the lowres model in OBJ/FBX format somewhere I will take a look at it. If you can't/ don't want to do that, post screenshots from your project (TextureSets, UV layout, layer stack ect).

Substance PainterSubstance Painter - Technical Support - Re: Mask question
 on: December 09, 2020, 10:10:33 am 
Post screenshots.

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