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Messages - VisualConduct

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Before with earlier versions of SP I had no problem exporting material ID's from C4D and have it recognized in SP.
But now with 1.3 it does not seem to work anymore, did something change in this respect?

Thanks,.. Robert

Substance DesignerSubstance Designer - Technical Support - Re: Multiple UV
 on: March 12, 2015, 10:17:20 pm 
Yes I'm using C4D Wes, so its not so straightforward, but I have it working indeed.
Its still a hassle but its good to know when it comes to it.

Regards, Robert

Substance DesignerSubstance Designer - Technical Support - Re: Multiple UV
 on: March 12, 2015, 07:41:12 pm 
Thanks a lot Wes,

Any idea if this is going to be added, it seems quite essential to me to have this?
I guess I will work on my meshes separately then for the moment, loading in a snapshot sounds OK, but I figure it will give me trouble having it lined up properly.

Kind regards, Robert

Substance DesignerSubstance Designer - Technical Support - Re: Multiple UV
 on: March 12, 2015, 11:07:02 am 
Thanks vincent, thats exactly what I did. I gave each mesh its own material in C4D.
And they do show up in SD like that, but I cannot find a way to have 1UV show up at a time.

Thanks again, Robert

Substance DesignerSubstance Designer - Technical Support - Re: Multiple UV
 on: March 12, 2015, 10:24:17 am 
Ik so I have something working because I exported two material ID's from C4D.
The problem now is that my 2 UV maps are showing up simultaneously in the 2D window, making it impossible to put things on the right spot.
The 2D UV tab indicates that there is only one (0) UV map?
What I did in C4D is that I exported 2 meshes with separate UV maps to one Fbx file, my guess was that in that way my UV would show up separately like it does in SP.

Regards, Robert

Substance DesignerSubstance Designer - Technical Support - Re: Multiple UV
 on: March 11, 2015, 08:22:53 pm 
If possible I need to find the solution in the Bake window I guess?

Substance DesignerSubstance Designer - Technical Support - Multiple UV
 on: March 11, 2015, 08:14:56 pm 
Well the title says it all I guess.
I did a search on this but didn't find an answer.
Any change of using more then one UV map in SD?

Thanks, regards, Robert

Hello Nicolas,

The non working link is on The blue mac button is working but the windows one not.

Regards, Robert

It seems that the download button for the windows version doesn't work.

Regards, Robert

Substance DesignerSubstance Designer - Feature Requests - Batch in/out
 on: January 23, 2015, 10:11:39 pm 
Hello all,

I saw this great video from Christophe Desse:

Made me wonder, what if there would be a batch function so that it will import an image sequence from a folder with all the necessary maps and then consequently output each of the modified images.

Wow that would be swell.............. 8)

Regards, Robert

Substance PainterSubstance Painter - Showcase - Re: Abuela Alienigena
 on: January 09, 2015, 07:14:03 am 
Ah,.... Looks great! Did you do the clothing in Marvelous designer or in Silo.

Regards, Robert

Hey all,

I'm experimenting with what would be the best approach of UV'ing this model.
This will not be for a game but for a short movie.
Its a worm and I want the skin to be continues, the problem that I noticed, is that I will not have enough resolution when I have all UV's uniformly scaled, even at 4K. Since the face will be the most important part, I decided to scale up the face UV's, which leaves me off course with a scaling-transition between the different parts. Maybe I can cover it all up by patching the borders somehow and it will be no problem at all( also he will wear some clothing, maybe a jacket). But I thought maybe you clever people will have some very cool idea of how to deal with this?

Thanks a lot, Robert

Will be good also to be able to control how it affects the different parameters.

Substance PainterSubstance Painter - Technical Support - Re: UV reprojection
 on: December 28, 2014, 06:47:16 pm 
The reprojection will works with any file format. I would suggest checking your export settings, maybe there is a difference between the obj and the fbx file that came out from your application.

Thanks a lot Froyok, I will check that out.
I guess adding some cuts in my mesh will create a "disaster" doesn't it?

Regards, Robert

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