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Messages - volker

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The visible seam in the normal map itself is not an error, but happens due to the orientation of the UV islands. What matters is what it looks like in 3D view.

- to replace the OBJ: Edit -> Project Configuration -> 'Select' button. If you have painted manually, this only works correctly if the new object is in the exact same location in 3D space as the old object (bounding box cannot change).

- to copy exisiting layers to a new project: put all layers into a new group, name the group, then create a smart material from it (right-click the group -> Create smart material). Open the new project, then drag-and-drop the new smart material into the layer stack.

Is that area encircled in red 0-1 UV space? I don't use Max. You obviously need to adjust the UVs to the UV space, not the other way around.

Explain what the actual problem is your are trying to solve please, your question itself can't be answered because it does not seem to make sense. You don't get enough texture resolution?

It doesn't matter what the UVs look like, what matters is only the location of the objects in 3D space. Because manual paint strokes are recorded in world space, strokes will shift if the bounding box of the object is altered.

Meaning, you cannot move the steering wheel like that without losing manual paint strokes.

Invert the normals in Blender (right-click -> Mesh Tools -> Flip normals), and make sure transforms are applied (Object -> Apply -> All Transforms). Re-import into Painter.

Importing a PSD with separate layers is not possible.

Create a black-and-white image like the one I have attached (load it into a fill effect on a mask), then simply adjust the tiling of that image.

You could also create a substance in Substance Designer, so you can adjust the width of the line ect in Painter directly.

Textures align to the UVs. If the UVs are 'wobbly' (or distorted compared to the actual polygons), so is the texture. This is normal. It will look ok when you apply the texture to the object in your rendering app.

Painter can't import or read a subsurf modifier. Modifiers like that are native to your 3D modeling application only.

You need to freeze it/ convert to actual geometry before loading it into Painter.

does anyone have the same problem?

Someone might be able to help you if he knew what that problem actually is.

Describe your problem in detail, tell us what you have done so far and what isn't working as expected, post screenshots of your project.

Substance PainterSubstance Painter - Discussions - Re: Seams
 on: March 02, 2021, 03:21:40 pm 
Upload the meshes somwhere, I will take a look at it.

Can you show screenshots of what you have right now (UV layout, close-up of the texture)?

If you have a good UV layout, and 4k is not enough resolution, use UDIMs. Or map the screws onto small planes with alpha and separate UV layout.

I'm not talking about default smart materials, but masks/ fills/ fill effects that were created manually and might also use the maps. Those maps need to be replaced manually.

If there aren't any manually created masks/ fills using baked maps, I can't tell you whats going on right now. You need to upload the Painter project + lowres/highres geometry so we can look at it directly.

Substance PainterSubstance Painter - Baking - Re: Need help with Tutorial...
 on: February 20, 2021, 10:59:55 am 
Well, you first need to learn the basics of the texturing workflows, I can't give you a full size tutorial on everything here.

You have 5 different TextureSets in Painter for that single piece of clothing, which probably doesn't make sense, unless you need extremely high texel density/ texture resolution. You probably only want a single TextureSet for that piece shown on your screenshot, or at least import it so you are able to paint across UDIM tiles. Right now, you would have to texture each TextureSet separately, without the possibility to paint across the borders of each set, which probably isn't what you want.

If you have no idea what I am talking about, and don't know what UDIMs are and even what a UV layout is, you need to go way back before even importing your object into Painter, because setting up the object correctly before importing it is essential.

To start, post your UV layout as it is right now in Substance Painter. Go to the '2D only' viewport, activate wireframe display, take a screenshot, and post it here.

Or, if you want/ can, post the OBJ file so I can take a look at it directly.

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