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Messages - CAGameDEV

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This usually happens due to a bad texture. You can track it down by looking for any Red Xs in your stack, then removing, and cleaning the project.

Answered in Discord. The reason this happened was due to using the Diffuse BSDF as opposed to the Principled BSDF when doing material fills on the parts not showing up above. Problem resolved.

Doing environments and interior work on a single map like that wont give you crisp results due to the texel density.

Look into other things like Material Blending, and Trim Sheets. If you're going to do an environment you don't want to texture everything within a 2K map like that. Painter really isn't the right tool for this. I would be making my materials in Designer and using Material Blending in UE4/Unity or whatever to direct where they go based off masking.

Substance PainterSubstance Painter - Discussions - Re: newbie questions
 on: April 06, 2021, 09:45:37 pm 
Unless I'm mistaken it should work regardless. Can you provide the OBJ file?

Please provide more information. We don't know where you baked the maps. Also if you're baking make sure you're using mikkt, and make sure the mesh have been triangulated prior to maintain consistency.

If you use 'F' does it fix the problem?

If you look at the piece below you'll see they're n-gons, not quads and you'll want to convert to tris. Also the UV map shows you have overlapping.

Same with the piece below:

The triangulation part has nothing to do with UVs. If someone is telling you to keep all meshes in Quads post-work then they're putting out a static rule which doesn't hold true. There is a reason for this and it has to do with consistency from application to application. It is much more important when baking high to low as well as you wont see the problem as close on a denser mesh. Also, n-gons are a problem in Painter which is why and I had zero idea of your topology.

This issue can easily be solved if you upload your mesh or .blend file some where.

Then make sure you're only dealing with tris when you import into Painter. Double check your UVs for overlapping. If you're using Blender make sure you apply modifiers prior to uv unwrapping.

SubstanceSubstance - Discussions - Re: Substance Launcher
 on: April 04, 2021, 06:27:12 am 
i am also not able to find a launcher

If you click the link I posted it is right there.

They really should have it listed separately outside of the TRIAL area as it can be confusing.

If you can share the high and low I'll take a look.

This can happen from your Antivirus, and also by not having rights for the folder you're using for your shelf. Double check these things.

Substance PainterSubstance Painter - Technical Support - Re: Jagged Texute
 on: April 02, 2021, 08:43:58 am 
If you can share the mesh I'll show you how to bake it correctly.

FYI, the reason I said to bake with the mouth open is to avoid problems due to where the rays hit.

You'll have one layer or folder (depending if you're using a smart material) for the material, then you'll add another fill layer on the top stack, only enable the needed channels and adjust the height. Make a Black Mask for that Fill Layer, and add a grunge scratch in a fill or paint manually. This should work fine.

If it is easier for you just add me on Discord: BlueSkyCDN#4409

I personally try to use Fill Layers and work in the Masks (with paint layers, fill layers, and filters as needed) while adjusting the height value in the Fill itself. Is this not working for you?

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