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Messages - CAGameDEV

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2131
Sure, here they are :)

Easy fix for you! :)

So this is your problem with the edges:





The reason you're getting this result is because if you look at your model in Blender for example, all your edges are SHARP which caused this to happen.



I selected all your edges and deleted the markings, then selected only 1 EDGE and made that your seam. Keep in mind when you UV unwrap it's like cutting a 3D object to be flat, there isn't a reason to cut every edge unless you need a SHARP for some reason.



When I bake I get this:



With the material no edge issues:



I attached the fixed low obj.

EDIT: OPPS IMAGES DIDN'T ATTACH PROPERLY! FIXED!

2132
Thanks for reply but problem is something else. I just created another test without caps (those was a bit confusing, sorry). Problem are vertical lines. Both meshes have very similar outline. Actually i cant imagine more similar outlines. I tested flat subdivaded plane and that is ok but on circular object i have a big problem.



Can you please attach your model so I can test it.

2133
You're getting this issue because your low poly isn't matching up with your high poly. In order to bake properly you normally need to have a similar outline.

See the gaps?



Your artifacts are on the same spots where the gaps are. You need to add more edges to close the space a bit more. You can also adjust your baking settings: https://forum.allegorithmic.com/index.php?topic=5692.0 Pay attention to Max Frontal and Max Rear Distance and understand how they work.

I would also suggest you don't use solid caps, you should make a habit of always using quads when modeling. You can delete the top and bottom faces and apply a grid fill in blender if that is what you're using. (Space - Search - Grid Fill) with the edge ring selected.

2134
Substance PainterSubstance Painter - Discussions - Re: White seams
 on: October 25, 2018, 06:15:34 pm 
Got it.
My UV layout combined for similar parts. It requires 'polygon fill' for each part very carefully.
https://drive.google.com/open?id=1haQ_YphldM8nQqj4u_MRtr1AuRyrqeTI

Thank you for help, CAGameDEV!

Glad you fixed your problem. :)  I always will look at my UV maps if anything is going weird as the first step. ;)

2135
I have used the same model for unity and substance painter and both have the same UV but I do not know why it shows the streaks even with the same UV

This is still 100% user error and without more information about how things look in Unity it would be very hard to pin point the problem. It may very well be like henrik_1 is suggesting, you're doing something with the texture in Unity causing the issue.

If you take the model into Blender and apply the textures do you get the same issue? Give it a try...

2137
Wouldn't this be because your paint layers are not going to match another model perfectly which has different geo, and uv layout?

I don't have much experience with this because the standard work flow is usually high to low poly, and outputting texture maps at various resolutions to account for different graphic settings in games. If someone usually requires an even lower poly version, the textures have to be re-done unless you can wrap them some how.

Considering it's lower res, I would suggest opening up two versions of Painter side by side and just re-texturing the low poly while using the other version as template. You can even use the eye dropper between windows, and so forth.

Maybe someone else has a different idea, but this is what I always do.

Final thought - did you try "re-baking" the mesh after re-import? I did this as a test with two models and similar UV layout plus mesh Geo size, worked perfectly!

2138
Can you share the mesh file?

2139
They shouldn't show if you have your UV maps setup correctly. Are you using the same model you painted on in Unity? Double check the UV maps.

Can you please make a screen shot of what you have in Unity, plus the UVs.

2140
Substance PainterSubstance Painter - Discussions - Re: White seams
 on: October 25, 2018, 01:54:21 am 
Please upload the mesh, or at least provide a screen shot of the uv layout.

Also, did you bake this from a high poly mesh?

2141
Just load the model in 3ds max and apply the textures that exported for each ID to each UV space. They should have IDs you can reference in MAX.

Check out this video for a max - substance work flow

https://www.youtube.com/watch?v=1BplWdNkmbs

2142
I run a GTX1050ti with 4GB, definitely works just fine on my i5-4570 system, (16gb of ram).

I recently upgraded to the 1050 TI SC 4GB and it works perfectly.

2143
Substance PainterSubstance Painter - Baking - Re: Errors when baking
 on: October 23, 2018, 11:02:57 am 
Are you starting with a low poly mesh with UV maps, and under bake selecting a high poly mesh?

Can you provide a copy of both fbx files? Low and High.

2144
You should upgrade to 2018.2.3. :)  Since you have 200 days remaining on your license don't you have access to the latest build?

2145
Substance PainterSubstance Painter - Technical Support - Re: UDIM troubles
 on: October 20, 2018, 03:10:33 pm 
What program are you exporting your mesh from? Your UVs look stacked as well.. all islands should be in their own space unless you have a reason to overlap them.

You're also posting in the Substance Designer part, not Painter. ;)

Did you look at: https://support.allegorithmic.com/documentation/spdoc/udim-144310352.html ?

Either way, I think the problem is your UDIMs are not setup properly prior to going into Painter, and you should look into the overlapping issue with your UVs.

Can you post a screen shot of your UDIM layout?

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