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Topics - fullmetalstobber

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Substance PainterSubstance Painter - Discussions - Normal Map Creation
 on: March 21, 2016, 03:53:10 am 
I saw a workflow in nDo that seemed quite quick and wasn't sure if it was possible in SP. The person used only a low poly mesh, painted a normal onto the mesh, and then in photoshop selected the normal areas he created and pasted this into his map ID image. This allowed him to quickly generate his map id without needing to use a high poly mesh. Is it possible to do this with substance painter? It seemed in substance painter you can't generate a map id selection from an alpha brush.

Ideally I would like to quickly create a low poly mesh, paint on some normals in SP, and generate a map ID from these normals. Is this possible? Thanks.

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I am using unity and I have a cube with a substance on it. If I modify the substance and click into my scene, the substance updates on the object, but it no longer has ANY lights applied to it. The ONLY way that I can get it to update the light is to select either the object in the scene(clicking it or clicking it in the hierarchy) or clicking the prefab in the project folder.

I attached 3 screens. The help2.png shows what it looks like after I modify the saturation by ONE unity. Then in the 3rd image, when I merely CLICK the cube in unity, it updates so that lighting is shown again.

Any ideas? This makes it extremely hard to update substances. If I save my scene and reload while in "help.png"'s state, it STILL doesn't update the lighting info on the cube. The ONLY way I have been able to fix it is by manually selecting the cube.



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I am trying to mimic what this guy is doing in UE4.

https://youtu.be/8SxTqlom3Fg?t=19m56s

This seems like a very ideal way to create tileable textures for terrain without having to spend a lot of time creating modular meshes. Is there a way to achieve something like this in substance designer? I am using unity as well. Thank you.

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Substance PainterSubstance Painter - Discussions - Wrap or Tile mode
 on: June 06, 2015, 06:20:17 am 
Is there a way to tile a surface easily while painting? It would be nice to be able to take a surface, such as a modular mesh that needs to tile, and paint in a way so that it will tile perfectly. I am just curious how one creates tileable surfaces using substance painter, or if this is more of a task for substance designer.

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Substance DesignerSubstance Designer - Discussions - Displacement Map
 on: May 24, 2015, 11:55:24 am 
I am trying to apply a true displacement map to my mesh so that its geoemetry is modified. However, when I create a new output node and set it to displacement and add a displacement map texture and connect it. Nothing happens at all.Am I missing something? Can anyone point me to any useful resources on this? I cannot seem to find any. Ideally I would like to make a tileable displacement texture so that I do not have to manually create geoemtry meshes that tile. Thanks.

6
I am trying to tie into an event for when a substance in unity updates it's textures. I want to modify some properties, see the changes in the material, and when I click away, see the textures updated in the substance.  Is there any way to do this? Thanks.


7
I have a .FBX file that I load into unity. In my Assets/Materials folder, I have a bunch of substances(.sbsar) files. When I import the fbx, unity creates a bunch of blank materials In the "Materials" folder. So for instance, I will have a Concrete.mat(unity created this blank material) and a Concrete.sbsar(the substance I made). Is there a way to make it so that when I set up my substance materials in blender/modo/maya, or any program, to not have to re-set them when I bring them back into unity? Thank you for any help.

8
I have imported a bunch of .sbsar substances into my assets folder. I then create a 3d cube at my origin. If I click the substance, I can edit its properties in the editor and see it updated. But if I try to drag the substance onto any mesh, nothing happens. I never get a cursor, just a "circle with a slash", meaning an invalid operation I would think. And if I hold my cursor over my mesh, while my substance is still being dragged, I can see it flashing between a normal arrow icon and "invalid" icon.

If I expand the substance in the editor, I can successfully drag the diffuse map from the substance onto my cube mesh and it works fine. Any ideas?

9
Hello. I am trying to figure out a workflow for using SP on a full level. The idea is that it would be nice to just go through a level and be able to paint sections that I wanted that possibly had unique materials instead of having to paint them in isolation. Is this type of workflow possible? I loaded a level and tried to do this, but it doesn't seem possible to rotate the camera with itself as an origin. The origin seems to always be pointed at the center of the world where the model is loaded. But perhaps this is just not the right way to approach this. Thanks for any tips.

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Substance PainterSubstance Painter - Discussions - Painterly Style
 on: May 08, 2015, 09:05:00 pm 
I have been trying to find examples of hand-painted stylized textures for SP to no avail. I ideally would like to do what 3dCoat does(i.e paint directly onto my mesh in a stylized, painterly way), but SP seems to excel at more photo-realistic textures. Am I missing something? I really hate having to paint on a UV map for a texture, as it is difficult to paint properly when the texture is morphed in such a way, which is why 3dCoat is so nice. Is this style possible with SP? Thanks for any information.




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