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Messages - a_mattano

Pages: 1 [2]
Bug report: ref:bug-21e1321f


OK, Dear developers. I use Rhinoceros for creating cars, sailboats and game assets. And later I convert surface (NURBS) to poly meshes. Usually I do a manual unwrapping and import it to Painter but takes me a lot of time.

I take out the UV mapping from the enclosed mesh and import it to Painter 2019.3.0. Painter is unable to unwrap correctly.

normal bug

Substance Painter, version 2019.3.0
Build 3530 - da0fcd911314e0d372748de17408b9842dca3cc1
Windows 10 64
i5 9600k, GTX 1080Ti, 32Gb Ram
Mesh output from: Rhinoceros 6 > Blender 2.81 > fbx

OK, for taking out the UV mapping from a mesh,
For example: open the mesh in Blender go to "Object Data Properties" > UV Maps select the UV's and press "-" to delete the UV mapping. Then export. Substance Painter 2019.3.0 will try to make an automatic UV unwrap.

Substance DesignerSubstance Designer - Showcase - Re: Engraving effect
 on: December 18, 2019, 03:26:56 am 
Super Awesome!



For Rusty Deimos

Hi Subtance Team!

What are the pre requisite to automatic UV unwrapping to work.

I'm using Substance Painter 2019.3.0 and when I'm importing the mesh, the Painter automatic UV unwrapping look like importing the actual model UV mapping. I wish to use the automatic UV unwrapping.

How to force Painter to make an automatic UV unwrapping?

All my meshes contains a sort of UV mapping.
How to export without UV mapping is that posible?

I wish to use an Operator node
I drag and drop them into the graph and nothing happens.

The reference documentation is not helping

I finish all the basic tutorials in the academy. Is there a tutorial for making math operations.

(In my case I wish to blend tree textures in realtime using a slider. So the slider control wich texture is using. Texture one at 0, texture2 at 0.5 and texture3 at 1. In this way, if the slider is at 0.25 will be blending texture0 and texture1.)

Is this the same Live Link that is published in Substance Painter or is a different project?

In general, using Substance Painter, I'm painting the same model multiple times and is frustrating and time consuming.

This is because of the models are not perfect and need always some adjustments. When I finish painting one part I realise there are other parts that the UV mapping is wrong and the import process is not perfect.
A solution can be to open a second substance painter. Copy each materal layer from the old substance painter model and past it to the other substance painter. But there is no way to copy one material group or layer and past it into another second substance painter project.

When I finish painting the model and I use the new tool live link plugin for real-time update workflow, I need to open the model from Unity and I loos all my painted job! :( So I can't use older painted modles and correct them in realtime.

If Unity Substance loos the connection then I loose also the painting process and I has to start one more time.

When I finish painting in the Unity 2017 -> S.Painter 2017 -> Unity live link Workflow there is no way to save and continue next day. So at the end is useless. and time consuming.

I'm repainting the same object several times.

Pages: 1 [2]