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Messages - 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.

It wouldn't be possible to add an 'Include alpha channel' checkbox for such a thing? Perhaps its just a lot more work than is apparent?

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?

The method I use is to export all my separate high poly pieces from zbrush as OBJ's and then in xnormal I bake all those down to a single merged UV'ed low poly object by adding all the high poly obj's to the high definition meshes. You would have 4 objs listed on that screen and one on the low definition meshes screen. If your high poly model has UV'ed textures, xnormal can bake those all down to the low poly too using the 'bake base texture' option, adding the textures from the high poly objects to each appropriate row as a 'base texture to bake'.

Ahh, that may be true. There is no transparency in the material Im exporting but I export using TGA's because that's what we work with in almost all texture based workflows. I could try exporting with a PNG. It would still be nice to have a feature to actually disable the Alpha channel on a texture for any format though.

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?

Sadly I cant. I'll try extracting it. Thanks for the help Nicolas!

Its an RGB / 8 targa. I can see the alpha as a separate channel in photoshop but do bakers not see that?

Im not sure how filling the alpha with a solid color will help. The problem is that the alpha isnt being seen as such by any baker I use. The texture that should look like a leaf (and does when loaded onto the high poly bake in substance designer 3d view) looks like a solid square with no opacity when baked down. Or at least the opacity output does after the bake as I cant seem to get the transfer texture from mesh baker to work in SD.

@Nicolas Wirrmann
That leads me to another problem I seem to be having... the transfer texture from mesh baker is just erroring with the attached screenshot. Im not entirely sure what that means. Is there something wrong with my high poly or the texture applied to it?

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?

Oh man, that was it. Im such a dummy.

Thanks! :)

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?

Awesome! That got me 90% of the way there.  It was still displaying pink, but a reset of the scene parameters got it going. Thank you very much!


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.

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