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Messages - michael_11

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this looks like an issue with smoothing groups

ind 3dsMax, if there are no smoothing groups applied, the mesh is displayed, as if each face was a separate smoothing group. However, if you import such a mesh into other tools, they display those faces without smoothing groups assigned in a different way (this might be what you call airbagging)

so I would check the smoothing groups (in May it would be soft/hard edge normals) as a first step

non uniform scaling of a stencil would save my day right now

hope it will be added at some point

looks like a refresh symbol to me

All soft edges
Add the following to MEL to the toolbar
Select poly click to add MEL

not sure if making all edges soft is the right answer here? Or am I getting this wrong?
when baking normal maps, applying soft edges for this kind of sharp angle will always cause issues. It really depends on the engine, but a rule of thumb is, that the maximum angle to bake without adding hard edges or bevels lies somewhere between 60 and 90 degrees.

make sure to add enough padding to your bakes. and you could make use of your UV space in a much better way. why not scale up the smaller parts and get rid of those rings (adding them back to the larger UV shells)?

I never use cages for baking in painter, but adjusting the distance settings instead is a good idea. Best to start with too low values (resulting in empty "islands" in your normal map) and then dial the values up until you get a clean normal bake.

and one last advice: don´t drive yourself crazy by looking at your bakes too close up. Sometimes it´s a good idea to apply some materials and look at it from a reasonable distance to get a better understanding of the visibility/relevance of artefacts.

nice :)

Substance PainterSubstance Painter - Baking - Re: Issue with Baking
 on: August 05, 2019, 10:21:32 pm 
since all of your small elements (knobs and alike) have a modeled outline, I would cut the UVs and give those parts more UV space.

I personally have this rule of thumb: the smaller a part, the more UV space it gets (relative to its size). It´s also a nice way to fill up unused UV space ;)

sorry, I thought this is about painter :/

when you create your painter project, are you using open gl or directX in your normal settings?

are you talking about smart materials?

if so, then one way to save variations would be to add your smart material to your layer stack, edit it and create a new smart material from it

sounds like linear/gamma offset

Substances that have a OpenGL normal format by default will display incorrectly though.

This sounds like a bug... is will this be changed in a future release?

not a bug -  you have to make sure, not to mix open gl and dx resources. the only difference between the two is the green channel (flipped) - so if you have different formats (for whatever reason), just flip the green channel of your open gl normal map and it is ready to be used in a dx project

how about the material IDs? Are they set to 1 for the entire geometry?

my first guess would be, that your models don´t line up

I always import my lowpoly into ZBrush as a guide, and to check, if my highpoly and lowpoly are matching.

yes, the normals are flipped

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