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Topics - TooManyDemons

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Substance DesignerSubstance Designer - Feature Requests - Node Presets
 on: October 27, 2015, 05:33:35 pm 
I would like to have the ability to assign a preset for core nodes. For example, put all the settings where I want them and click "Set As Preset", or something similar. It would be really great (in my humble opinion). There are actually only a few nodes that feel cumbersome to set up over and over (to me), but giving artists the ability to mark presets for their standard nodes would be cozy.
When I use a blend node, most of the time I want it to be set to Add, and when I use a transform 2D node I almost always want it to be set to have No Tiling.

And that little drag-&-drop shelf for core nodes is really great. Is there a chance users will be able to add their own shelf in the future? (Or can I do this already??)

When I was making my Low Tide entry for the contest, it had 9 fx maps in it. It wouldn't run in Substance Player. After a lot of fuss, I deleted all the FX maps and it worked. So I thought, "OK maybe I am using too many FX Maps?" So I deleted all but one, and it still wouldn't work.

I ended up using splatter circles and splatter nodes to achieve the same effect, and never bothered to report it. But FX maps are pretty great and I should probably say something.

My FX maps aren't working in Substance Player. Am I missing some setting, or can anyone else confirm this?

Whenever I try to expose the tiling parameter on a safe transform (color) node from one graph inside another graph, Substance Designer crashes. I tried reporting it as a bug but the link just leads to the documentation.

I'm not sure if it's a bug or just a hiccup with this one file, but I've tried several times to expose the tiling parameter and it crashes every single time.

*edit: I was able to get it to work after several crashes. As long as I don't rename it in the popup, it doesn't crash.

Substance DesignerSubstance Designer - Feature Requests - Collapse-able frames
 on: October 13, 2015, 09:08:41 pm 
frames that collapse with the nodes inside. Noodles come out of the frame.

I thought this would be nice. What do you think?

Substance PainterSubstance Painter - Showcase - The Call of Cthulhu
 on: October 08, 2015, 11:40:39 pm 
I'm putting together a series of models based on Lovecraft's "Call of Cthulhu". The series will progress from his acolytes and followers to lesser monsters, and finally will end in Cthulhu himself. It's a lot of fun.

I sculpted this one in Blender using a nude female from MakeHuman as a base (a real time-saver). The rest is Painter. It took about a week to put it all together. I still need to give her hair and eyelashes, but she looks so creepy I might just keep her the way she is (haven't decided...)

Substance DesignerSubstance Designer - Discussions - A little depressing.
 on: October 02, 2015, 06:52:21 am 
I was pretty excited about the update to 5.3 and I liked the renderer and screenshot ability. But I noticed, even when the renderer is off, the whole interface seems a little tiny bit slower (which is no doubt due to my dinosaur computer). Metaphorically it was like having mud sucking at the bottom of my shoes.
   This was ok, but when Designer crashed for the second time in a 3 hour period (once while opening multiple graphs and once while changing the order of outputs on a graph) I was pretty down. Substance Designer hadn't crashed in months up to this point.
   But I know how big updates go :) I'll just stick to 5.2.5 for the time being and jump aboard on a future update. I love the renderer and screenshot feature but I'm not sure what's up with the interface. Is anyone else noticing this?
   All my substances are now orange. It teases me.

This is probably a stupid question. I read the EULA and I 'think' I know the answer but I want to be sure.

I uploaded my titan mech in its most basic form to Substance Share (just because I thought it was cool to have it there). However, I have additional content for the model and I would like to sell/make available on other 3D sites. (Turbosquid, Unity, UE4...)

If I make something available on Share, am I still allowed to sell/distribute it elsewhere? Can I still keep it up on Share or are my rights to the creation affected somehow?

Substance PainterSubstance Painter - Showcase - Titan Mech Fighter
 on: September 17, 2015, 11:34:04 am 

About 2 weeks of work so far. Modeled in Blender and painted in SP. The model comes with 4k maps but I couldn't get Sketchfab to take them all. He still looks pretty good in 2k I think. The model looks fabulous in Unity and runs well in animation tests. Hopefully he'll be on the asset store by the end of the month. He'll come with 4k textures and a 2k bitmap sbsar.

I'm now in the process of giving the model a more advanced rig. I plan to have a lot of animations, and I'm also going to be making some custom sound effects to go with the package.

Substance PainterSubstance Painter - Feature Requests - tab folders
 on: September 17, 2015, 04:25:55 am 
This would be very nice. Like Unity and Unreal do: have folders in each tab.
As my alpha/brush collection gets larger I find myself scrolling a lot more when switching between them during the creation process. Having the ability to create a folder called "Letters" and a folder called "Paneling", ect, and organize my alphas inside each folder on each tab, would speed up the process quite a bit. It's better than scrolling through the content and also better than searching by name. I would very much like to be able to create and organize sub-folders in the tabs.

Also great would be a tab that shows all previously used materials/alphas/brushes for the current project.

importing/applying 4k textures to fill layers on multiple materials, in a project which contains a 4-material model. Only the first material shows up correctly. All subsequent materials show the base color as near-black when textures are added. All materials and textures showed up correctly in the previous version of SP.

I thought it couldn't be my textures since they are all mostly white, so I tried multiple attempts on the model adding textures to the materials in a different order (legs/head/feet, then head/feet/legs, ect.)  Each time, the first material shows up correctly, and the base color on the other 3 show up very dark, nearly black.

Restarted/re-created the project several times. Changed the document resolution to match the texture resolution, no change. Re-installed Substance Painter, no change. I tried reporting the bug but got an error message so I'm posting it here.

I've nearly finished modeling an enormous Mech. It stands about forty feet tall and I determined it would take about 6 materials to make it look right in Unity. So I'm wondering how many materials a subsar can have in it (in Unity) without wearing down performance to the point it's unusable? I've never put together a model this size before and could benefit from sound advice before I proceed.

I would like to give it a bitmap sbsar like the one Wes puts together in his Unreal texturing series. I've never done one before so this will be a first for me.

I'm wondering if it would be a better idea to split the materials up into a few separate subsars with 3 materials each, or is it ok to just pack all 6 materials into one fat bitmap subsar? Would its parameters still be easily usable? I'd really like to know before I spend another week doing it (If anyone out there has tried this before).

Thank you in advance for any tips that will help me put this together correctly. I very much appreciate it. :) I'll post the finished result in a few weeks.

Ever since I noticed that the curvature smooth gives a height output, I've started using it for that and have gotten much better results, especially in my AO map. In addition, it seems to be more efficient than a regular Normal-to-Height. Am I wrong about this? Are there instances where I would rather use a regular n2h? It seems like curvature smooth is both cheaper and gives better results, unless I'm mistaken.

SubstanceSubstance - Discussions - This Will Probably Suck
 on: September 01, 2015, 03:27:56 pm 
I recieved a message on one of my tutorial videos on Youtube by a guy trying to make a tutorial for Substance Designer. He said his videos get deleted within 3 or 4 days or get rejected outright due to violating Youtube's policies. I heard that Youtube was changing their policies concerning copyright material, so I took a look:

".....This means don't upload videos you didn't make, or use content in your videos that someone else owns the copyright to, such as music tracks, snippets of copyrighted programs....."

So basically all my collected favorite tutorials by Substance Designer artists, and all my own efforts, might all get canned. That's lovely. I use Youtube primarily to LEARN, from artists who have more experience and invested time, which is seldom the actual developers of any software and always more diverse in talent. It makes me mad.

Might have to switch to Vimeo...

This is something I want to do often. I wish there was a way to do it (... or is there?)

I would like to be able to repeat a pattern along a curved path. It would be easy to make things like twisting chain-link designs, curving wire cables with breaks/seals on them, among other things.

If there isn't a way to do this I believe I have a good feature request!

SubstanceSubstance - Purchases & Licenses - Trouble with license
 on: August 25, 2015, 08:23:40 pm 
Today I found I can't use Designer or Painter. Even though I'm in the middle of my monthly term, it requires a license key.

I tried activating it using my account. After it finishes, the license window pops back up like it never happened. I tried running as administrator and doing it again, but nothing. Finally I tried downloading the license file and activating it that way, but again, it's stuck at the license window and access is denied.

Your help would be much appreciated! I'm going into Substance withdrawals.

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