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Topics - shanegaudry

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Hi There,

I may have missed something, but it seems it is not currently possible to transfer several high res mesh textures down to a single low res mesh texture when the different high res meshes do not share the same texture sheet. There is only a single place to specify the high res mesh texture.

I know in xnormal each high res can have a different texture specified allowing this workflow.

Are there any plans to allow enable this workflow?

Hi guys,

Im pretty confused about what Im seeing in my live panel when I log into the allegorithmic site now. I had accumulated the amount required to pay for the definitive version of substance painter, substance designer and b2m3. For some reason this does not include the latest version of painter 2 even though, while I was subscribed to live Im fairly sure I was able to upgrade to SP2. Why wouldn't the latest version be included with that pack if you can just get it by subscribing for a month? Perhaps Im wrong and live wont allow you to upgrade to 2? In which case Im extremely confused as to how I upgraded to 2 at all without paying an additional 100$ for the upgrade price. Also, "definitive" is a terrible name for something that doesnt include the latest software ;).

Charging for the upgrade to 2, which honestly didn't include that much more than any other major version update of SP seems kind of at odds with allegorithmics upgrade/pricing strategy to date. I don't think it was the case with any of the major versions of designer. I may be wrong.  I hope that isnt going to be the model going forward.

Could someone who understands this somewhat confusing model explain this to me? Thanks.

I been using Xnormal to bake down multiple textures that are mapped to several high poly meshes down to a single low poly mesh in one pass for a while now.

I see that SD has an option to transfer texture from mesh but there is no option to specify several different textures as the source.

My workflow which involves processing photoscanned resources often requires we bake down multiple textures from multiple different source meshes of a single object that have been combined and retopo'ed to a single low poly mesh. xnormal is great for this, but I do want to move over to SD at some point but this would make the process much more difficult.

Any idea if Im missing something, or if this is just a limitation in the software?

I've tried a few configuration but cant seem to figure this out.

I want a preset in painter that will export all textures in an RGB format without an alpha channel. I know I can delete the alpha channel in photoshop and save it back out, but the workflow would be faster if I could just spit out the exact files I need.

If I create an RGB+A and leave the alpha channel empty, painter still creates an alpha channel in the file. If I create an RGB only setting, the alpha channel is created anyway.

Any ideas?

Hi there,

Im wondering if anyone has come across this before and found a solution.

I have a high poly mesh of a bush with a texture of a simple branch and leaves that I would like to bake down to a low poly mesh. The high poly texture has an alpha on it that I would like to preserve when I bake.

The problems seems to be that no matter what I use to bake this down to the low poly, the baker will not recognize the alpha and hence the opacity of the leaves and branch. The opacity map I get out of the baker looks like it is baking down the leaf cards and ignoring the the opacity on the high poly texture, so Im getting a whole lot of white squares, not white leaf and branch shapes.

Any idea how to work around this problem with SD or other tools?

Substance PainterSubstance Painter - Technical Support - Backface culling.
 on: October 21, 2015, 07:49:20 pm 
Hey guys,

Im not sure if Im going crazy or if backface culling has been removed as an option from Painter. I've been working a lot with smart material blends using folder masks on thin surfaced meshes like jugs and bowls and the lack of that option can be really painful.

Anyone else noticed that?


Ive noticed on several occasions that if I try to maximize the 3D view on a second monitor, it will maximize to the size of my primary monitor (which is larger). This causes half the viewer to be off the screen and the only way to resize or get it to fill a secondary monitor is a tedious manual resizing and dragging of the window.

In general I think the manipulation of the tear out panels need a bit of work in substance designer. Its one of those applications that really benefits from 2 or 3 monitors and the way the windows tend to be very difficult to manipulate due to pixel thin handles on the borders of the windows and no quick keys for a win7+ style 'fill left' / 'fill right' / 'maximize' makes the interface cumbersome at times.

If theres a better place to make these suggestions, then let me know.


I'm wondering if anyone can help me with an issues Im having with the Iray renderer in Designer 5.3.

I cannot seem to get past square one. I have a simple material (basecolor, normal, rough, metal) being fed by color outputs as a test scene. The geometry is a default rounded cube. All I get is a pink material with no attributes at all. It looks like Iray is trying to render but only the pink material with no other information displays in the viewport.

I have followed the video here - and the instructions here - but have had no luck.

I am running a PC with SLI nvidia 680 video cards and have enabled them in the preferences. I have also tested to see if just using the cpu makes a difference, but no difference.

I have updated my video card drivers as well.

If anyone has any other suggestions, please let me know. I will try again at a different workstation tomorrow to narrow down if this is an issue local to this machine or something Im missing on the setup side.

Substance DesignerSubstance Designer - Showcase - Dirty Subway Tiles
 on: July 21, 2015, 07:12:30 pm 
While looking through Josh Lynches awesome texture work I decided to try a similar tile - and have a bit of fun with it.

Substance DesignerSubstance Designer - Showcase - Wet Cobblestone
 on: June 18, 2015, 05:03:16 am 
A cobblestone material with variable normal height for the water between the cobbles.

Let me know if it reads right. I've stared at it for too long now :P

Substance PainterSubstance Painter - Showcase - Mad Maxified Audi
 on: March 22, 2015, 08:00:41 am 
Car asset textured entirely in Substance Painter. Sand / pebbling texture was done in Substance Designer.

Substance Integrations - UE4 - Lighting / UV issue
 on: January 12, 2015, 08:24:14 am 
Hey there,

I've just started trying to get my substance painted assets into UE4 and I'm having a heck of a time trying to determine if my UVs or textures are causing some issues Im seeing.

It looks to me like a lighting issue, but the lighting divisions are right on UV seams that I created on my texture UVs, not my lightmap UVs. Im pretty sure the correct UV is being used for the lightmap according to the details in the static mesh editor details panel.

If I strip the static mesh of all materials, it looks like the lightmap is fairly ok, with minimal bleed and certainly no massive issues as seen with the textures.

I dont know what the issue is. The textures certainly dont show huge differences in lighting / contrast levels in SP. Im not sure how to fix this from here other than re-laying out the UV's for the texture maps and regenerate them from SP to see if that helps.

Oh and sRGB is disabled for normal, metal and roughness textures.

Substance PainterSubstance Painter - Discussions - Texture alignment issues
 on: December 14, 2014, 09:12:22 am 
Hi there,

I've been using a fair few wood textures lately, and most of the procedural textures that come with the substance database are horizontally aligned. I've had to modify my workflow so that any objects with UV's I want to texture with wood have to be horizontal on the UV map because there doesnt seem to be a texture rotation option for any fill layer in SP, even if the fill is a texture.

Is this the correct workflow? Is there an option for rotation of a texture that Im missing, or would it have to be built into the texture with substance designer?

Substance PainterSubstance Painter - Discussions - Wear on normals?
 on: December 11, 2014, 08:57:41 am 
Is there a way to apply a substance effect or a brush that will apply wear to the height difference on normal details of a mesh?  I know the substance effects will generally use the curvature and AO maps to determine where masks will apply wear, but they never seem to use the normals as a guide.  Is there any effect or brush that can do this out of the box?

I've been trying to get a decent workflow going from Substance Painter to Marmoset Toolbag 2 with limited success. The main issues I'm having are with some of the Gloss / Roughness settings in Marmoset that look like they're set either to 100% rough (finger prints that completely roughen the surface) while the rest of the model is almost completely reflective or the metallic map not being at all accurate to what I see in SP. 

Has anyone gone through this workflow that can give me some pointers? Perhaps I need to separate out my mesh into its material groups? I'll try to figure it out from some sample marmoset meshes people have put out there like the diving helmet, but Im not sure the same issues with roughness are present in those examples.

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