1. Is there a way to bake displacement maps from a high poly mesh in Substance Painter? I know how to do convert a normal map to a displacement map in Substance Designer, but the quality there can't and is not what I need.
2. Is there a way to bake color maps from external high poly models? I've photogrammetry models with color textures and would like to use SP to bake the colors to retopologized low poly meshes.
For everyone who needs a workaround until the windows ink will be hopefully removed:
1. Go to the wacom settings and create a custom application setup for substance painter. 2. Acticate the windows ink functionalily just for substance painter in the projection area. 3. To deactivate the windows ink animation and cursor see the attached image.
Can't believe windows ink must be activated. I think about moving back to the previous version... Allegorithmic: Please remove windows ink dependence asap!
I've found a temporary solution. See my post below...
The story A small escape pod makes its way through space. Just escaped a battle in which his mother ship, the “Arc Hammer” was destroyed. Inside a high-ranking officer with secret documents for a combat suit that will change the future of the galaxy. On the documents the letters “Darktrooper 2013″…
Background Mid of 2019 I’ve received an e-mail inqiery to create a cg charakter for a private person.
I was sceptical, because I get a lot of this kind of e-mails regularly. The most requests come from individuals who underrate the work and aren’t able to finance such a project.
People are spoiled with high end computer graphics every day today, but they don’t really know how much work it still needs to create cg on a movie level. And let be honest: everyone wants a high quality char like in the cinema?
But this situation was different. My client knew, it became time consuming and we agreed on a good price. Additionally I love the Star Wars universe since I was a child and this project was a great way to show my computer graphics competence to the public. In the end I’ve invested more time than needed into this project but it was worth it.
Used apps and their tasks The most parts of this project were created in Blender 2.8, but Substance Painter was used to create all material textures. I’ve prepared the following list of all the applications, I’ve used for this project:
Blender
Final hard surface modeling
Additional sculpting
UVs (UVpackmaster Addon)
Materials
Rigging (Rigify Addon)
Rigid body simulation
Landscape, rocks and trees (Sapling Tree Addon)
Final Compositing
3D-Coat
Conceptional sculpting
Pre-retopology for final hardsurface modeling in Blender
Substance Painter
Texturing
Marvelous Designer
Cloth simulation
The whole article If you like, you can visit my website for an in detail blog article I wrote about this project with a lot of more infos, how I did it. Click here to: read the article.
Hi. I would like to know which drivers you are using, too.
I've the same same issue with my GeForce 1080 Ti. I have a scanned object with around 1.4 Mio vertices and the brush stroke refresh needs around 3-6 seconds to appear, even at a 128 pixels texture resolution.
No possible to work with such a refresh rate. Thank you for any tips.
This is an extremely useful Plugin. I don't understand why Allegorithmic hasn't implemented such a feature, by default. Exporting Atlas maps based on multiple materials are something that we need every day.
What I didn't knew: I have to "drag" the color picker to pick a color on any open app on my monitors. The problem was I've not dragged it... Now all works fine so far.