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Topics - DustyShinigami

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Okay, this is something that has completely stumped me. I've recently made Tiny Tina from Borderlands 2 as part of a university assignment. I've even been speaking to the original character modeller on ArtStation about some of his methods and insights. :) However, one thing he mentioned, was that he always overlaps his symmetrical UVs to save space, and his bakes always come out fine. I did the same, and though the Normal map and everything else did come out fine, one map doesn't, which he said would be a problem. The Ambient Occlusion. I'm a little bit stumped on how to get a decent bake for it. I've read that the overlapped pieces should be offsetted by 1. I did that, but they still baked wrong. I've even tried offsetting them and then flipping them so they're facing the opposite way, thinking that would definitely be the answer, but they still came out wrong.

I've linked the low and high via Dropbox in case anyone wants to investigate further. But how do others approach this...? What's the ideal workflow? Thanks.

tina_low -
tina_high -

Substance PainterSubstance Painter - Baking - Baking issues with hands
 on: May 05, 2021, 04:23:07 pm 
Could someone help me out with this...? I keep getting the same problem on the hands of a character whenever I try to bake the Normals. If I set the frontal and rear distance to 0.01, the hands come out fine. Unfortunately, other areas suffer. Usually, the folds and creases on clothing. If I set the distances to 0.1, I get baking issues at the sides of the hands, but everything else is fine. It's really annoying. :-\


I'm currently experiencing very slow performance whilst working in Painter on my laptop. It can take a few seconds to process just from adjusting sliders or turning on/off layers. I'm using an MSI gaming laptop with a GTX 1060, 8GB DRR4 RAM, Windows 10, and running it from an SSD. It's not kitted with the latest hardware, but still... I've also experienced a couple of random crashes too.

Are there any settings I could adjust to help performance?


I've tried following the information here - - to paint out a baking issue, but I can't seem to get it working. The baking issue in question is here...

I just want to keep all the rest of the bake information and paint out that area. I've set the Normal Mixing from Combine to Replace, which gets rid of the issue, but then all the rest of the detail is lost. And I can't seem to paint it all back in. :-\

Substance PainterSubstance Painter - Discussions - Has Painter Changed?
 on: April 01, 2021, 06:12:36 pm 

I probably won’t get a reply to this as usual, like my other threads/questions I’ve asked lately...  :-\ But has the way Substance Painter handles layers, Generators, Alphas etc changed slightly since sometime last year...? It could be me misremembering, but I seem to be having issues adding effects to my layers. I swear before, I was able to add a black mask to my base Fill layer, paint out the parts I didn’t want, selected the mask, add another Fill layer, and then add an alpha/effect, such as dirt or scratches, and then I could adjust the offset and scale etc. I possibly had to re-paint out areas I didn’t want it affecting again with a Paint layer.
Now if I do that, the effect/scratches still don’t show up in the area I want. Even if I’ve masked/painted out everything else. I’ve tried adding effects using a Generator and adding them to the Alpha of a Fill layer, and I’m still having the same issue. A Fill layer is ideal as it allows you to adjust the scale and offset etc. I swear that’s what I used before anyway.

If I don’t use a Paint layer to paint out the areas again, the effect covers everything, despite using a mask to begin with, which seems counterintuitive.


I'm struggling to understand the material ID setup inside of Substance Designer over Painter. In 3ds Max, I've assigned a single material ID to my unwrapped meshes, but in Substance Designer, they're broken up into 4 different material IDs. :-\ Why is this...? Is there a way of getting them to be just one ID? Also, is it possible to setup a material ID map like you can in Painter?



So I've baked some of the maps in Substance Designer instead of Painter, and I have the AO, Normal, Curvature, Height, Position, Thickness, and World Space Normals. Apart from the Normal and AO, I don't know where the other maps would be assigned to to see them on my low poly. Could someone point me in the right direction?



Whilst baking the various textures for my character, which I've split up into different sets based on their sizes - 4K, 2K, 1K - I'm finding that some parts don't bake well as others. This can usually be rectified by adjusting the Front/Rear Distance to .01 or 0.1, or vice versa. However, this then effects the other parts that did bake well, and then they have weird baking issues. How do others get around this? At the moment, I'm finding I'm having to split things up even more and bake certain things individually, which tends to help, but then I'm having to composite all the bakes in Photoshop so everything is together on one texture sheet, based on the UV layouts.

Are there any other methods of getting around this? Or is this the best way?


How exactly do you export the baked textures from Substance Painter EXACTLY as they are from a project? So the Normal, World Space Normal, ID, Ambient Occlusion, Curvature, Position etc.? It seems like whenever I set a preset I think will give me those maps, Substance splits them up into different maps. Or they look completely different. The ones I have don't include any Curvature, ID, or Position maps et al.



There's something I'm curious about - for a university assignment, we're making a high to low poly game-ready character. I'm almost ready to begin baking in Painter, however I've had to use decimated meshes for my high poly assets, which I'm not too happy about. I've noticed they tend to leave a lot of dings and dents on the surface and those get transferred across in the bakes. When I decimated the meshes in ZBrush, they looked fine, and the detail was still there. It's a different ball game in other software though... For some stupid reason, my PC will no longer allow me to install 3ds Max or Maya, so I need to wait until I can reformat my PC. So in the meantime, I have to use them on my laptop, and it can't cope with the original high poly sculpts. :-\ It only just about managed with the decimated parts.

So my question is: if the UVs remain the same, and they're not modified in any way, is it possible to transfer the paint/texture work done in a Substance project if I re-bake the meshes with the original high poly sculpts at a later date?


Substance DesignerSubstance Designer - Discussions - Help with scratches/hair
 on: February 27, 2021, 03:09:30 pm 

I'm fairly new to Substance Designer, so not 100% confident. Following a tutorial at university, we were shown how to make a simple hair generator using scratches so we can add them to hair cards for our characters. I've added a number of parameters as instances to easily adjust the most important things for each clump of hair. This is one of the clumps I've made:

One thing my tutor suggested was to make the root origin at the bottom the same length so they don't look like they're floating. Is there any way - or any nodes - I can use to help me so I can more easily adjust a specific area? Adjusting the parameters I have don't seem to be helping much, and I'm not sure how I could go about correcting it. Maybe some kind of mask would help...? :-S

Substance DesignerSubstance Designer - Discussions - Help with baking
 on: November 26, 2020, 05:00:00 pm 

I'm currently a newbie to Substance Designer, though we need to use it for our university assignment/challenge for baking texture maps. We've been given a high and low poly orc model, a smoothing groups script, and some video tutorials. As far as I'm aware, I've done what was covered in the video for a specific part. There's a small buckle on a gauntlet, and it doesn't seem to be baking very well. The smoothing groups have been applied with the script provided, and they look fine from what I can tell, and I've even tried assigning a new material ID to the gauntlets just to try giving all the parts some more texel density/space. Nothing has helped so far. I've even adjusted the frontal and rear values, and set the Match to 'By mesh name'. Both the low and high have been named correctly as well. I've attached screenshots of what the part looks like with its own material ID/UV grid and without.


I seem to have a problem restoring the default materials etc in the shelf. In order to avoid a lot of my C drive's space from being used, I changed the shelf to a custom one by specifying a new location. Though I accidentally deleted the original by mistake. Now all of the default materials have gone. I've even tried deleting the Allegorithmic folder in My Documents so it could restore it, but it's made no difference. I've tried loading up older projects, but nada. And I've even installed the latest update in the hopes that old files/directories would be replaced. Still nothing. I'm not sure what to do to get them back, apart from a total re-install. Anyone have any suggestions? Thanks.

Okay, I've made a low-poly handle bar from my high-poly. Each part is a separate piece just overlapping the other, and each part of it has its own Smoothing Group, and then UV unwrapped. However, after doing a test bake (Normal), this is the result:

I'm guessing the messy areas are due to faces/Smoothing Groups overlapping others...? Trouble is I'm not sure how best to fix it. Some parts, like the end caps of cylinders need their own Smoothing Groups to give them a harder edge/face, and the objects/cylinders need to be separate pieces, right...? If an entire cylinder is given 1 Smoothing Group, it not only looks crap, but it makes UV unwrapping it tricky and a mess. What would be the best solution here? Or, would it be best just to have a low-poly version of it and not bother baking it...?


Substance PainterSubstance Painter - Baking - 3ds Max Multi Tile UVs
 on: May 22, 2020, 04:11:44 pm 
Does Substance Painter have issues with Max's Multi Tile UVs? I've noticed the extra tile sets in Substance aren't showing a light grey background compared to the first one.

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