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Topics - John Dickinson

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Seeing a Failed to Decode Bitmap error in the log in Version 2021.1.0 (Build 804) when loading an AO channel. Tried rebaking the channel but didn't help. Any ideas?

Had an issue where I was adding some brushed metal with height detail to a section of my model which looked fine in Substance but the exported textures showed a non-smooth edge in Redshift C4D. The section with the brushed look was on a separate uv island but on the same UDIM tile. I tried both UV Padding options with no luck.

I discovered that the only way to fix it was to move the brushed metal section's UV island to a separate UDIM Tile. Once I did that, the edge looked correct in Redshift.

Hi all, what would be the easiest way to create this zoom radial brushed look in Substance Painter. I know there are anisotropic options (this doesn't appear to be anisotropic) and a linear brush filter. Currently, I'm creating an alpha in Ae using Noise and the Radial Warp effect and using that in the Height channel but just wondered if anyone had a better approach...

Prior to this build when I imported an fbx with UDIMS, Substance would create a new numbered (UDIM tile number) texture set with the corresponding UV islands. In this version with the Create UDIM option selected on import, it creates the texture sets based on the Material names and doesn't recognise the UDIMs... I've recorded a short screen cast to demonstrate the issue:!AkWx8DvU_8C5gfVWNrNe4WURhzIjmw?e=e7LJPQ

I'd like to see the behaviour where alt clicking a texture set hides all other texture sets similar to Adobe apps.

I'm getting blocky artifacts in my iray previews. Tried changing the environment, Shader etc but nothing works. Using Substance Painter 2018.1.1

Substance PainterSubstance Painter - Technical Support - Material Error
 on: March 22, 2018, 11:47:14 pm 
Getting this weird error where some objects don't show correctly in substance Spring release. Dropped a standard gold material on to demonstrate. Normals are fine in the imported fbx. Anyone have an idea?

I'm getting this weirdness on the front face of this shield when rendering in iRay. It doesn't appear to have anything to do with the environment or even the materials applied to the object. I've checked the normals of the original object and they are fine... any ideas?

I'm adding some scratches using a Fill layer and want to mask them but painting on the mask isn't working as expected. Rather than simply masking out areas I paint on, it paints in further height detail. Please check out this short screen cast and let me know if this is a bug / limitation or is there a better approach...



Substance PainterSubstance Painter - Showcase - Steampunk Gauntlet
 on: August 11, 2017, 01:45:37 am 
Modeled this in Cinema 4D and textured in Substance Painter.


Substance PainterSubstance Painter - Technical Support - Importing To Shelf
 on: August 11, 2017, 01:40:02 am 
When I try importing normal brushes there is no option for placing them in the Hard Surfaces category. I tried making a Hard Surface folder within the Textures folder (inside my Documents folder) but they didn't show when I relaunched SP. I tried importing them which works but they appear directly in the Textures category in the Shelf. How can I move them to the Hard Surfaces category?



I'm using a high poly workflow and FBX files from Cinema 4D. I watched the recent tutorial on using an ID mesh and followed the steps. My problem is that my ID map is really ropey quality (even though I'm referencing an exact duplicate of the version I imported for texturing. This weird aliased edging is leaving big gaps between materials. Any ideas? The multiple texture set workflow appears to work fine.

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