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Topics - 3rton93

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SubstanceSubstance - Discussions - Allegorithmic Roadmap?
 on: April 10, 2016, 01:22:19 pm 
Could some of the technical mods enlighten me a bit about the product cycles? How long does it generally take for a product to go from Y.0X to Y+1.0X?
When can I assume Designer (currently .3) to reach next major iteration? Same for B2M. How long on average does this transition take? I heard for Painter going getting to Painter 2 was around two years. (is this correct?) Thank you.

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Substance PainterSubstance Painter - Discussions - Two Questions
 on: March 16, 2016, 10:35:41 pm 
Okay so for the first one: Where can I download the old sample files? It'd be nice to still have them for reference even though there is nothing wrong with the new alien girl.

Second question about the SP2 sample Vela (?):

I see the character texture set has some of the UV layouts (the iris, some head tentacles etc) set outside the 0-1 space on negative side. This strikes me as a way of doing symmetry to save texture space but I didn't know it could be done like this in Substance Painter. (I always thought the object normal maps would be screwed) Could someone enlighten me on what's going on there with the UVs of the sample?

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So quite simply what are the best learning resources for stylized textures such as those in Dota 2, LoL and similar games with Substance Painter?
I'm noticing that almost all the stuff on Allegorithmic's page are highly realistic so I'm having hard time finding tutorials on this section.

I wasn't sure whether to post here or on the learning forum but I think this was more Painter function oriented so I posted here.. please say and I will move it > _<

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So I've been trying this couple days now but I don't seem to find the answer (I also quickly searched the forum but nothing seemed to directly answer me. However, sleep has been sparse lately so if I missed it please forgive me.)

So basically I'm trying to bake maps inside substance painter from lowpoly and highpoly obj files. At first I couldn't get the naming convention working -> turned out that the mesh sub-name button just didn't do anything in 1.3 and updating to 1.5.7 fixed that. However, I'm still bit confused as to the actual baking process. To me it seems like there is no way to automate the process of baking all texture sets in one go. Can someone clarify if this is so or is there some other way than baking each texture set individually.

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