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 - CAGameDEV

Pages: [1] 2 3 ... 143
Very odd. I've seen this happen after baking if the UVs were overlapping due to the AO. If this got resolved from a reboot you might want to check your drivers and such.

Most likely your UVs.

Substance PainterSubstance Painter - Showcase - Monster Head
 on: June 11, 2021, 01:26:18 am 
Small piece I worked on as part of a course I'm releasing soon.  ;D

Did you try selecting all the faces and just packing it so it all goes back to your 1001 tile?

If you still cannot solve the issue can you share the mesh and I'll fix it.

You can isolate meshes by geometry masking. If you just want to paint on selective faces you'll need to make a mask and use polyfill. Otherwise, make an ID Map prior.

I actually have a video for this just not edited and uploaded yet, but you have a few options.

1. Use something like Photoshop to merge them
2. Bring everything back into Painter under a single MAT ID and use fill layers and masking as needed
3. Use Substance Designer
4. Use a 3rd Party tool like: Texture Set Combiner -

I would guess your texel density isn't the same throughout.

If you're going to ever re-import a mesh and want projection to work you need to avoid touching the 2D view. Paint strokes done in the 3D view are recorded, not the 2D view. Also if your bounding box changes it can throw off the projection. Place holders can be used to expand that bounding box if you think you might change it in future.

The only time I remember this happening was with an old version of Painter due the MATFX Rust generator.

Other than that, if you're opening a new project and baking and right away the normals are green I would check your GPU drivers.

I exported this from SP to C4d, when i baked it the normal map at the beginning of the project it  looked totally fine but after texturing it , it looks like this when i export the maps, its weird.

How does it look in the 2D view prior to export under the [Normal + Height + Mesh] view?

Where did the normal map come from?

When you're baking in SP you wont need to bake the Curvature map if you already have one. Just slot the zbrush one instead.

You can bring maps in by File->Import and import it in as a Texture, then drop it under the Mesh Map slot.

No, you cannot setup render passes in IRAY within Painter.

You can invert it prior to export, just do it at the top of your layer stack for that channel. Toggle it off when viewing in Painter and toggle on when you're going to export to invert the map.

Pages: [1] 2 3 ... 143