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Messages - CAGameDEV

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31
If you use auto unwrap in Painter then you need to go to File->Export Mesh to retain your UVs.

32
Substance PainterSubstance Painter - Baking - Re: Object Deformation
 on: April 28, 2021, 11:31:12 am 
If you're importing your mesh with n-gons just make sure you convert it to tris prior. Painter doesn't do well with n-gons during the conversion process.

33
The OBJ was not split and named correctly on the high. You have to remember certain programs like Maya for example will merged it into a single OBJ unless you group split.

As a test take that High Poly mesh you provided me and open it in Blender or another application, it should just be



When I split it and re-named it worked fine.

34
If you can provide the high and low meshes it would be easy to find the problem.

Sure. Thanks for the reply.

https://www.dropbox.com/sh/1ixdahkbbzmnyy6/AADwDty5inV7wpQdHsRE1-qga?dl=0

When baking by mesh name you need pairs. On your low you have:

Armpad_Low
Detail_Knut_2_Low
Forearm_Strap_Low
Grab_Strap_Low
Heater_Base_Low
X_Straps_Low

Then your high is just:

Heater_High

What you need is:

Armpad_High
Detail_Knut_2_High
Forearm_Strap_High
Grab_Strap_High
Heater_Base_High
X_Straps_High

Just separate out those parts on the high and you'll be fine. Also make sure your suffix matches in Painter. If you use _Low change it from _low to _Low in the baker suffix area. Everything is case sensitive.

I would also suggest not mixing OBJ and FBX and just keeping it either OBJ or FBX and make sure your scales are the same, and transforms applied.

35
Upload your .spp to Google Drive or another file sharing host. Also is the problem only for this project or does this happen on any new project regardless?

36
If you can provide the high and low meshes it would be easy to find the problem.

37
You'll get more help when you provide your mesh files or something that duplicates the problem if you cannot share your mesh files.

38
Are you using the latest drivers for your GPU?

39
This is really a non-issue now because in the latest version of Painter we have geometry masking that can hide and show pieces of the mesh. This means we don't have to isolate by material ID anymore to do this. That was a major limitation prior and is no longer an issue.

40
My guess is that is it still referenced and since the name matches it wont work. I've always just renamed it if I couldn't get it to work.  ;D

41
Try renaming the file to something else.

42
I personally wouldn't depend on auto unwrap.  ;) It can be good enough in some cases, but you still want to have good UVs especially when you're baking.

43
Substance PainterSubstance Painter - Technical Support - Re: EXR bugs?
 on: April 20, 2021, 02:34:57 am 
The same answer I gave in the discord. Here is the post referencing it:

https://forum.substance3d.com/index.php?topic=36799.0

44
I'm assuming you're using an older version of Painter then if Auto Unwrap is not there.

That log message just means you loaded a mesh without a UV map in Channel 0 which I assume was done on purpose as you expected to use 'auto unwrap'. You need the version of Painter that has that feature to begin with.

45
I did a quick bake and it works fine on the latest version of Painter.

You might want to include your log file then.

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