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Messages - CAGameDEV

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16
I have no way to know what you did. It will default to 1.

Make a new project, add a Fill Layer, add a Black Mask and check, it should be set to 1. You most likely changed it to 0. If you make a White Mask it defaults to 0 instead of 1.

17
Substance PainterSubstance Painter - Discussions - Re: Old fashioned decal
 on: April 30, 2021, 11:09:57 pm 
Make a folder for the mask then the other layers within can use whatever from the filters/generators.

18
It works fine, you just have the value on your brush to black and it needs to be white for the mask.

See below:




19
Are you saying that you cannot paint in your MASK which is attached the to FILL LAYER you're using for the EMISSIVE?

I've never experienced this issue before, can you either provide a .spp or duplicate the issue in another project and upload that to a file sharing site?

20
Substance PainterSubstance Painter - Discussions - Re: Old fashioned decal
 on: April 30, 2021, 06:12:01 pm 
Sure, feed the decal into a mask and you can do that. Use an anchor on the decal and then extract the alpha.

21
Your low and high poly mesh are not in the same world position. You need to have them in the exact same spot with transforms applied.

22
Yes, this is how you apply an anchor through a fill layer.

23
Substance PainterSubstance Painter - Baking - Re: Object Deformation
 on: April 29, 2021, 04:51:00 am 
Alright, so when you have something going from Maya to Painter like this it will not retain your hard/soft edges in the same way if something with the mesh isn't clean.

For example in Maya:



Then Painter:



This is actually very common if the mesh isn't clean. I don't have the time to go through the mesh to find which parts are causing the issue but run it through a cleaner. If it comes out fine you'll see it like this in Painter:



Stray vertices, and non manifold geometry, double edges, ect... will cause this.

24
Use an anchor on the Paint Layer. Make a Fill Layer with a height channel then make a Black Mask and feed it into there with extract alpha.

25
Substance PainterSubstance Painter - Baking - Re: Object Deformation
 on: April 29, 2021, 12:17:53 am 
Yes I'm getting problem with the mesh on import (not yet baking) in Painter. But I tried to take baked maps from toolbag to painter.. Same result.
https://www.dropbox.com/s/luoa0u4d175zjco/LOW%20BIG.fbx?dl=0

I'll look at the mesh, however you want to make sure if you're baking in Toolbag that you use mikkt and not marmoset otherwise it wont look correct in Painter.

26
You need to make sure you edit the gltf file and have doubleSided set to true.

Example if I take what comes from Painter as is I get:



After the edit I get:





Also if you loaded this into say Blender and set it in the material itself, you can then export directly and it will work out the same.

If you need the GLB file to work then you want to export it out of Blender or any other program but make sure you have the option toggled in the material so it will show like this:



Also if you want it solid, make sure alphaMode":"BLEND" isn't there.

27
Substance PainterSubstance Painter - Baking - Re: Object Deformation
 on: April 28, 2021, 09:08:02 pm 
I would need more details.

So are you getting problems with the mesh on import (not yet baking) in Painter? Or is the issue when you take the baked maps from toolbag to Painter?

Can you share the mesh file?

28
Can you share the alpha and also screenshot your properties where you slotted the alpha for stamping?

29
Substance PainterSubstance Painter - Baking - Re: Object Deformation
 on: April 28, 2021, 12:44:38 pm 
So how does the grip look in other applications? It is hard to assist without actually seeing a mesh and what your expectation is. This could be a smoothing group issue.

30
You can still use them as a decal in Painter, just make a Fill Layer, slot the maps and use Planar Projection.

If you really need it to be an SBSAR you would have to use Designer to create it.

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