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Messages - zedtremont

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1
Wanted to add this to the customer voice thingy to vote, see it has been added and is in the planning already. Super, thank you.

2
Thank you for your reply Vincent. This as great news, I do realise this is a really major change and I'm patient, just very happy that it's scheduled.

3
Thank you for your reply Vincent, she did this already but it's not easy for her to find them all. Still an option to delete in the UI would be more efficient.

4
Hello,

Repeating a post that I made, if I have it well over a month ago. Vincent asked to add it in the forum and one of the people of the staff would reply... Unfortunately the reply never came.
Using SP for smaller props is great, thought for large architectural builds it is very hard to line up the textures since we can not cross texture faces. Unless there is some trick to line up materials - projections - textures we're I have no knowledge about the job is seriously tedious.
I realise that this might be pretty deep in the architecture of the soft but would it be possible to add a button (on/off) which would allow to texture over multiple texture faces?

Thank you very much in advance.
Kind regards

5
Hello,

Just been trying to figure how to delete resource files that are imported. There is no delete button, no right click delete.
File -> clean has been tried multiple times and didn't do a thing.
Finding the mountain of files in the folders is extremely tedious and some are hard to find in all the subfolders.
Googling a bit around shows that this seems to be an issue for quite some people.

Pls would there be a possibility to add such option.

Kind regards,

6
This would help indeed quite a bit.
Understand that it's been a choice to have the possibility to only paint on individual texture sets and not to cross them. In many situations this is helpful as long as your objects are relatively small. For large object and mostly architectual work where you do not use a plain white wall there is a serious problem. Perhaps it would be possible to have an option which makes it possible (kind off on/off situation) that would help a lot.

7
Hello,

A problem that I encounter continuously for large projects.
Situation: multiple mesh elements (often modular) with separate UV maps in most cases.
Image: not limited to this situation but just as example.


Gyazo:
https://gyazo.com/71b48e8c70cb186788074f6d8e52be11
https://gyazo.com/64e879dc305756ff05a5dedd69cecc68

Problem: SP work with texture sets, each element can be brough in with a different ID applied by another "material". Each texture set can be painted individual but you can not paint on other sets when one is active.
Bringing in as one large object the UV, bake will overlap the UV's. Bringing in as separate sets: The alignment of for example "brickwork" will have to adjusted for each individual piece. Making the UV shells matching is also not an option since I would loose valuable UV real estate.
Final result has to be baked to a 1K diffuse which is not the best but have to live with it.

I presume more people must meet this kind of issues, manual adaptation is tedious. Is there any workaround for this kind of situations.

Thank you very much in advance,

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