Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - ausrutsch

Pages: [1]
1
Greetings,

I am having an issue with my exported maps from substance painter with the VRAY preset.

I created an outside szene, which looks fine:


But after plugging in the maps into a vray material in maya (did it according to what i found in the substance manuals on this site)  it looks like a pile of colorful snot:




Suggestions?

2
Greetings o/

I am having issues with the following:

I have created a landscape for a background shot in a movie. It looks fine in substance painter:
as a material

and even the diffuse channel in substance looks fine:


But when i export under the vray preset, especially my diffuse is lacking all the right colors:



this is how this layer is setup in substance painter:

3
Hello.

I resculpted my wall, but even though there was no problem in substance paiter with stretching of the sides,



it suddenly appeared after exporting the maps from substance painter:



My lowpoly and uv look like this:


I didnt fiddle with any of the settings, except everything is in 2k.

4
Greetings,

I tried to use this sculpture from Zbrush:



And wanted to create a normal map for it in substance painter.
I got this:



Somehow it didnt capture the sides of the slot at all. What am i doing wrong and how can i do it better?

Somehow it does work now, but something else came up now.

My workflow was the following:

Sculpting bricks in zbrush, lowpoly of wallpiece in 3dsmax. Exporting lowpoly from 3dsmax to zbrush.
Using sculpted brick in zbrush with insertmesh brush to "paint" on the exported lowpoly wall.

WHen done, export sculpted now "Highpoly" wall to substance designer for baking of maps.

Now my problem is, that when i import my lowpoly wall (created in 3dsmax) to unity, the wallpiece is 20+ times its original size.

Anybody knows how to prevent that?

5
Workflow for special wall pieces?

    Greetings,

    I would like to know how to approach the following challenge:

    I have created a wall piece , modeling the bricks with zbrush and using the insertmesh brush and substance painter to get my wall piece. Got my maps, lookin ok(dont mind the tiling issue atm, will fix that).








But the level i am building also has other wall types, like these:








How would my workflow be with those?
Load those lowpoly files into zbrush and start placing bricks so that they fit perfectly? Do i turn them 90 degress and model that whole out in for example picture 2 ?

Any ideas would be a great help! thanks !

6
Evenin.

I have sculpted a wall in zbrush by using the insertmesh brush to embed my bricks into a wall, which i imported from 3dsmax.





After importing both the lowpoly mesh as obj (as well as another try with fbx) and he highpoly mesh i exported from zbrush, i tried baking it in substance painter, which caused the normal map to appear but apparently not in the position it should be. What am i doing wrong?



Also i would like how to give the whole thing more depth. Like stones sticking out and being slightly twisted etc. My problem is that i immediately started sculpting and i dont really have a lowpoly model corresponding to my sculted wall bricks.

I read that i can use height maps or displacement maps. Where should i create them and which one would be best? i am trying to create walls like one can see in vermintide.


7
Greetings,

I am planning to do a dungeon crawler for my final study project. Something in the direction of "Legend of Grimrock" while using a modular workflow for my level. Since i am not a programmer but a game artist in training, i would like to hear your opinion about which engine would be of better use to me, UE4 or Unity 5.
I am planning to place objects , which i will sculpt in Zbrush into the scenes and sculpt the walls as well as normal maps.
Also if possible i'd like to use substance painter/designer during my workflow. My basic modeling tool would be 3dsmax 2016.

Mostly i am concerned about lightening and general quality. I am solely trying to create the visual aspect of a game, without actual game mechanics.

Since i am a beginner at both UE4 and unity i'd like to hear your suggestions.

Chillhausen


8
Greetings! I am a student for game arts & 3d animation. Recently i have been following a tutorial to create an AK47.
Everything went well, but when i tried to bake out texture maps with substance painter, the following deformations happened.

I hope somebody can tell me what i did wrong. I have attached screenshots showing the 3dsmax part, as well as the deformed parts after baking and the baking settings i have used in substance painter.

Thanks for you time!

CH

Pages: [1]