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Messages - CAGameDEV

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1
Great job! Glad you figured out a solution.  :)

2
Photoshop handles PNGs differently for transparency, you might want to use SuperPNG otherwise extract from the layer. Another solution is to just export out a Mask from Painter directly that indicates the difference between your shells and use that.

3
Make sure your high and low match up well enough, and adjust your ray distance some more. If it wont work then this is where using a cage comes in handy.

4
I would just make Folders within my Layer stack and toggle as needed. On Export I would make a new folder within the Root per variation.

Otherwise you can make texture sets on the fly as needed by adding them and re-importing your low poly under your project config, but I would still go with option 1.

5
You'll want to increase your UV shells and have them occupy more space.

https://80.lv/articles/textel-density-tutorial/

https://www.youtube.com/watch?v=5e6zvJqVqlA

Some quick links on it.

Also, for baking the ID if you use a material fill use Material and not Mesh ID/Polygroup.

6
Good morning,
Do you have any news?

I'll have something for you later today.  :)
Ok! Thank you :)

One of your issues is your texel density. Since these maps are resolution dependent you want enough texel density.



My above example still might not be enough for such a piece. Also the unwrap could be much better, I used an auto for this example due to time. You want good manual unwraps that utilize your space.

Apart from that I would manually assign material ids with fills to the parts you need split, then make sure you're baking each part by mesh name properly to avoid bleed through due to rays hitting other parts during the bake.

So you want:

wheels_low
wheels_high

ect....

7
Good morning,
Do you have any news?

I'll have something for you later today.  :)

9
Can you share the low poly mesh and the mesh you're using to bake your ID from?

10
I have no way to know what you did. It will default to 1.

Make a new project, add a Fill Layer, add a Black Mask and check, it should be set to 1. You most likely changed it to 0. If you make a White Mask it defaults to 0 instead of 1.

11
Substance PainterSubstance Painter - Discussions - Re: Old fashioned decal
 on: April 30, 2021, 11:09:57 pm 
Make a folder for the mask then the other layers within can use whatever from the filters/generators.

12
It works fine, you just have the value on your brush to black and it needs to be white for the mask.

See below:




13
Are you saying that you cannot paint in your MASK which is attached the to FILL LAYER you're using for the EMISSIVE?

I've never experienced this issue before, can you either provide a .spp or duplicate the issue in another project and upload that to a file sharing site?

14
Substance PainterSubstance Painter - Discussions - Re: Old fashioned decal
 on: April 30, 2021, 06:12:01 pm 
Sure, feed the decal into a mask and you can do that. Use an anchor on the decal and then extract the alpha.

15
Your low and high poly mesh are not in the same world position. You need to have them in the exact same spot with transforms applied.

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