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Messages - 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.

Glad to see it wasn't just me. Thank you very much for testing that.

Here you go. I downloaded some substances from a polycount post to test things out.

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.

My apologies for not being clearer. As he moved the mesh around you can see how the texture uv coordinates are based on world space. You can see the texture scroll as he translates AND scales his mesh. This makes it so that he can take 2 identical meshes, scale one to an extremely large size, put it INSIDE the other mesh at an angle and it will still tile mostly perfectly.

So specifically I wasn't sure if there was a way to make the UV tiling in substance designer use world coordinates the way he is. If I were to try the same thing in SD using the local uv coordinates my meshes would not tile.

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

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.

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.

Substance DesignerSubstance Designer - Discussions - Re: Displacement Map
 on: June 01, 2015, 08:35:17 pm 
That is good to know. Thanks for the information! I was experimenting with the idea of having the mesh of a tile automatically tile using substances instead of having to manually tile them in ZBrush. The idea being that I could do simple flat surface modeling and then let SD tile them automatically for me.

I was also trying to understand in the bitmap 2 material video how the cubes they were generating had so much depth to them. The depth of them was extreme and didn't look like a simple normal map.

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.

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.

Lol. I thought of doing that exact thing, but I wanted to make sure I wasn't missing some obvious thing before I spent the time programming it. Thank you for the advice and for confirming my worries:)

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.

Ah, this all makes a ton of sense. I know it was a little off topic for this forum probably, but I really appreciate the help. I am a software engineer by trade and recent painter/modeler, so I am obsessed with figuring out the best workflow:)

Thanks for the video. I'll check out polycount as well.

I figured it out. I have to expand the substance and use the material inside. I thought I could drag the .sbsar onto the mesh. Sorry.

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?

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