Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - deepwater3d

Pages: 1 [2] 3 4 5
Hi there, is there a way I can reset the viewport camera?
Ideally I need an unadulterated, perfect front of view of my model (ortho would be even better)

Possible or no? I can't seem to find any option.


Hey, Thanks for the advice.



If you're selecting polygons, is there a way to only select those that are visible? I am selecting the ones I want but also random ones on the other side of my model inadvertently


Substance PainterSubstance Painter - Technical Support - Rotate Lighting?
 on: March 09, 2016, 09:34:37 am 

I have updated and found I cannot rotate the environment lighting anymore.
ctrl+shift+RMB was suggested here recently but that still has no effect on my Win8.1 install of Substance Painter 1.7.3.

Any tips? Cheers.

Hi is there a way to disable tool tips? I'm using in an low res environment using a tv as a monitor and its all going fine but the tooltips are huge and spam up my screen wherever the mouse goes. Can I get rid of them? It would be nice.


Substance Integrations - Unity - Re: Substances are Blue
 on: October 29, 2014, 10:39:29 pm 
Yes this is a bit of an ongoing problem for me too, in a fairly simple scene.

I'm pleased to advise one of my assets is now available in the Unity Asset Store.!/content/22768

"An ancient tomb, weathered and worn from centuries of facing the elements.

Suitable for a desert shoot'em up, a fantasy treasure stash or your very own action game. Lots of detail, 4K textures. 21K Tri's. Also usable as just the pyramid shape, or just the tomb."

The texturing was done with Substance Designer, but as I am a Substance Indie licenseholder, they are rendered out in high res bitmaps (PNG's).

Thanks for reading, enjoy your work!


Thanks Wes that pretty much answers the elusive questions I had.


Thanks Wes, that does firm up my understanding so far. But for fancy cool features like edgewear we'd still have to use the unique UV's approach right? In Unity, its possible to access the 2nd UV set of models, for things like ambient occlusion or decals (Using Lightmap shaders as one example). Typically the 2nd UV set has non-overlapping UV's. Is there any straightforward way in SD to access the 2nd UV set and create edgewear or AO for these, and thus exporting such substances or bitmaps for Unity, where we can have a setup like your pictures on UV1, and yet also have edgewear & AO type features for the 2nd UV set? I can think of convoluted ways to achieve this, but I'd be interested as to how you would take your texture example further, and include edgewear/edgedirt/Ambient Occlusion etc. Thanks a bunch it helps my understanding greatly.


This attachment shows the UV layout I have for the internal walls of a building. Now historically theres a few ways I could do this:

1. separate different sections and have a 1024 tiling wallpaper texture for just those bits, the same (creating a new material) with a tiling wood texture for those bits, and so on. (Downside, multiple objects, multiple materials)

2. Have the above two textures and two more on a single 2048 with each quarter assigned a different texture, and squeeze in each uv island into its appropriate area (this would result in a single material in the end, single object)

3. Using designer, and I want to use things like edge detection and AO, where I would have the shown UV layout, but the downside is my textures would per surface, be lower resolution..right? (single material, single object)

So this is the thing I don't quite follow. It seems to me the SD workflow needs unique UV's (as pictured) rather than the more traditional efficient approaches used in 1&2 above. Is that right? Do I understand this correctly? Unique UV's required to use the cool SD features (and living with the lower resolution outcomes?). I do hope to sell assets, and the Indie license prohibits me from onselling substances, I can only sell bitmaps.

It would be good to hear from experienced users how they would go about working with such an "internal wall" type setup as shown. Thanks heaps!


Thanks for persisting with this but it looks like this is toast. I followed these steps with no success.

I'll have to revisit this in the future. I have Mountain Lion setup on an external drive somewhere that I never use so will dig it out, and see about installing the demo on there and reply here how I got on. I just have a whole suite of other pricey software that will die if I upgrade my core OS and/or hardware.

Thanks again, great to have some active support!


Hiya, on startup, (latest download version from my account) theres text in red in the log section that says Intel R HD Graphics is outdated... and lists what is installed and what I should install.

1. I have switched my laptop to use the GeForce Graphics settings so Painter shouldn't even be using the integrated graphics?
2. I hunted down that latest driver, installed it and yet its still giving me this message?


Heres the screenshots

Pages: 1 [2] 3 4 5