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Messages - nicvcer

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31
Howdy y'all! I'm new to the forums but I've been been reading around a little.

I could use some guidance to save some time and do this correctly. I'm attempting to bring my creature into Unity via Designer > Painter > Designer > Unity workflow.
This works fine in Designer and I actually get my desired result as expected, but when moving to Unity and modifying exposed parameters of nested substance graphs the effect does not propagate to the main material.



The graph shown references the other graphs used to make all the different materials. Masks created in substance painter are loaded in and used to designate which material goes where as they are Blended together. Then height-based normals are combined to the mix, also directly based on alphas exported from substance painter. This creates the final material outputs.



There are a many ways I could go forward from here to which I could create my desired result, which is why I'm seeking guidance from someone who already has experience with this type of setup. I'm not so interested in Optimization as I am in getting this working in Unity.

Next I'm going to try copying and pasting all the graphs into one huge graph so it only has one graph to deal with, just because I think that will ultimately work despite being way too messy to be practical, and I'd like to test that theory.

Another option I am considering is rolling back the base-colors of the materials to be black-and-white then blending the colors on the combined graph. That option still leaves the issue that when I modify the nested graphs, in any way, that they will not update on the combined graph in Unity like I may need them to.

Essentially, I need to be able to access and modify Uniform Color swatches, scattered about several graphs in the substance, in the Unity editor and have them update changes to the material without needing to run the game or use code to force update the materials.

32
Hey David,
I'm no expert. A quick fix for this would be to delete the half of your model that is mirrored, then run the normals. After the normals are generated, re-mirror the geometry. It may be processing the normals twice for mirrored surfaces, leaving behind artifact seams.
Another solution would be to have all normals in a unique UV space without the use of mirroring. This would allow you the ability to texture asymmetrically.
Personally I always have non-mirrored UVs for my models as I don't like dealing with this particular issue and I enjoy the added control of being able to edit the textures asymmetrically.
Another thing you could check is that the normals for the low and high-poly models are all facing the correct direction, IE no flipped normals.
Not the answer you're looking for surely, but its the best I've got. Good luck!

33
As an indie developer, we aren't %100 sure that we will pass the $10,000 mark. If we bought an indie license, would we receive a discount on the professional license should we exceed $10,000 in sales?

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