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Topics - dianmozokov

Pages: [1] 2
1
Substance PainterSubstance Painter - Showcase - Game Ready Buildings (VR)
 on: January 06, 2018, 02:33:24 pm 
Here is some of my latest work which I have done for future game project. I'm using the Modo for all of my modelling and UVs stuff and the Substance Painter for texturing part of my work pipeline. Rendering of final models is done in Marmoset Toolbag. Also you could check every of my buildings with Marmoset viewer at my ArtStation page.







https://www.artstation.com/artwork/LQyVv

2
Substance PainterSubstance Painter - Showcase - Imperial Chest of Conquest
 on: April 22, 2017, 07:48:31 pm 
This is my latest project I have completed using SP and Unreal:

The Imperial Chest of Conquest








3
Substance PainterSubstance Painter - Showcase - Runic Floor
 on: February 21, 2017, 12:16:13 am 
Hello,

Using SP as main tool for all baking and texturing task for this project. The retopology of the high poly sculpt was done in Modo.






























4
Hello,

This is my latest asset created for Unreal Engine. The fairy treasure chest is suitable for any sort of medieval/RPG style game.

Below are Iray renders:








...and fairy chest in action:













https://www.artstation.com/artwork/2Oyyx


5
Trying to upload my model through SP Sketchfab exporter, but without success. Model is uploaded to Sketchfab with strip off textures and need to be assigned manually which is tedious to do when you have...one moment to check my files....150 textures maps! I did several tests with less complex model, but same problem occurred. Even did test with simple cube mesh with fill layer in SP and exporting with same unpleasant results! Please assist to resolve this issue. Last version of SP in using.

Thank you in advance!

Best Regards,
Dian Mozokov

6
Hello,

How to achieve such presentation of channels map shown below in SP, without any post work?

7
Substance Integrations - MODO - Problem with diffuse color
 on: October 16, 2015, 06:44:46 pm 
Hello All,

I am having trouble with exporting diffuse map from Painter. What i notice is that the gold color missing from my diffuse map, instead shown in specular map. Probably i am doing something wrong with exporting maps for Modo, because in Unreal 4 everything looks nice. using Modo 901 preset for export settings.

Thanks in advance!

Best Regards,
Dian Mozokov


8
Hello All,

Just wondering what is the best way to get Smoothing groups out from Modo and importing properly in Substance Painter? Can you please verify my Modo FBX preference attached here and correct me if you noticed mismatch. When to bake Normals vertex map, before triangulated the mesh in Modo or after that? I want my export setup to work well with Unreal 4 engine.

Thanks in advance!

Best Regards,
Dian Mozokov

9
Hello all,

What is benefits from this new payment method for old user like me ?
I have old version of Substance Designer PRO v3. The only option i see from my account is to upgrade to PRO version v5 or to INDIE v5 for 75$. So, what are the main benefits from this upgrade for me personally ?

Forget to mention that currently i am LIVE user :).

Best Regards,
Dian

10
Hello,

is there any ways to clear already painted information without remove the layer, only to clear it up?

And second question. Why when i want to hide one of the layers, all others hided also? Lets say, that only color map want to be hidden and review the effect of others layers.

Best Regards,
Dian

11
Hello,

I am trying to painting with custom image, but what i have noticed after put my image is some kind of falloff or seams appear around my stamp image. Alpha for the brush is turn off, but i made some test with alpha turn on and choose Shape alpha whit pyramid shape and crank up the hardness parameter and seams mostly disappear.
But I am wondering whether this is the best way to deal with problem?

Best Regards,
Dian   

12
Substance PainterSubstance Painter - Discussions - Normal base layer ?
 on: July 28, 2015, 12:53:42 pm 
Hello,

I am wondering why this layer is added like fill layer after normal channel is on? What is the purpose of that Normal base layer ? I have already applied  fill layer with all maps plus normal, but i notice that the second fill layer take significant role with lightning of my object with uniform light color or something like that. I am confused, should i need to keep this normal map layer ON or i need to turn it off and use only normal channel applied by my fill layer that i am using to fill with material my object?

Best Regards,
Dian

13
Hello Wes,

Me again :) I started to use Substance Designer and try to figure out how to be integrated on my pipeline for future project that i am currently working on.
I wanted to report nasty bug that occurring every time when i am trying to load up my scene but this is causing Modo to explode:)

Here is Modo bug report:

[ 7-18-2015  0:22:43 |   0.000 9999] Command[-1]: PRE (null), Parameters: (null)
[ 7-18-2015  0:22:45 |   1.788 1788] Command[0]: PRE (null), Parameters: scene.new
[ 7-18-2015  0:22:45 |   1.994  206] Command[1]: PRE (null), Parameters: select.time 0.0 0 0
[ 7-18-2015  0:22:45 |   2.043   49] Command[1]: PRE (null), Parameters: bakeUI.outputs.sourceMeshesAndGroups {}
[ 7-18-2015  0:22:46 |   2.109   66] Command[1]: PRE (null), Parameters: bakeUI.outputs.targetOutputsAndTextures {}
[ 7-18-2015  0:22:46 |   2.110    1] Command[1]: PRE (null), Parameters: bakeUI.outputs.targetOutputsAndTextures {}
[ 7-18-2015  0:22:46 |   2.111    1] Command[1]: PRE (null), Parameters: bakeUI.obj.targetObj {}
[ 7-18-2015  0:22:46 |   2.176   65] Command[1]: PRE (null), Parameters: bakeUI.obj.sourceObj {}
[ 7-18-2015  0:22:46 |   2.178    2] Command[0]:     (null), Parameters: scene.new
[ 7-18-2015  0:22:46 |   2.178    0] Command[0]:     (null), Parameters: select.time 0.0 0 0
[ 7-18-2015  0:22:46 |   2.178    0] Command[0]:     (null), Parameters: bakeUI.outputs.sourceMeshesAndGroups {}
[ 7-18-2015  0:22:46 |   2.178    0] Command[0]:     (null), Parameters: bakeUI.outputs.targetOutputsAndTextures {}
[ 7-18-2015  0:22:46 |   2.178    0] Command[0]:     (null), Parameters: bakeUI.outputs.targetOutputsAndTextures {}
[ 7-18-2015  0:22:46 |   2.178    0] Command[0]:     (null), Parameters: bakeUI.obj.targetObj {}
[ 7-18-2015  0:22:46 |   2.178    0] Command[0]:     (null), Parameters: bakeUI.obj.sourceObj {}
[ 7-18-2015  0:22:46 |   2.178    0] Command[0]: PRE (null), Parameters: select.type item
[ 7-18-2015  0:22:46 |   2.178    0] Command[0]:     (null), Parameters: select.type item
[ 7-18-2015  0:22:47 |   3.604 1426] Command[0]: BLK Restore Windows, Parameters: (null)
[ 7-18-2015  0:22:47 |   3.647   43] Command[0]: PRE (null), Parameters: zmq.enable
[ 7-18-2015  0:22:47 |   3.647    0] Command[1]: PRE (null), Parameters: zmq.stop
[ 7-18-2015  0:22:47 |   3.647    0] Command[0]:     (null), Parameters: zmq.enable
[ 7-18-2015  0:22:47 |   3.647    0] Command[0]:     (null), Parameters: zmq.stop
[ 7-18-2015  0:22:47 |   3.647    0] Command[0]: PRE (null), Parameters: layout.openShowcasePalette
[ 7-18-2015  0:22:47 |   3.648    1] Command[1]: PRE (null), Parameters: layout.createOrClose MODO_901_Showcase_Palette "MODO 901 SHOWCASE" true Showcase width:748 height:615 persistent:false style:palette
[ 7-18-2015  0:22:47 |   3.648    0] Command[2]: PRE (null), Parameters: layout.create Showcase width:748 height:615 persistent:false style:palette layout:"MODO 901 SHOWCASE"
[ 7-18-2015  0:22:47 |   3.664   16] Command[3]: PRE (null), Parameters: select.viewport viewport:0 frame:4
[ 7-18-2015  0:22:47 |   3.664    0] Command[3]: PRE (null), Parameters: layout.restore "MODO 901 SHOWCASE"
[ 7-18-2015  0:22:47 |   3.816  152] Command[4]: PRE (null), Parameters: select.viewport viewport:0 frame:4
[ 7-18-2015  0:22:47 |   3.817    1] Command[1]: PRE (null), Parameters: layout.createOrClose MODO_901_Showcase_Mini_Palette Showcase_Mini false "Showcase Minimised" width:300 height:70 persistent:false style:palette
[ 7-18-2015  0:22:47 |   3.817    0] Command[0]:     (null), Parameters: layout.openShowcasePalette
[ 7-18-2015  0:22:47 |   3.818    1] Command[0]:     (null), Parameters: layout.createOrClose MODO_901_Showcase_Palette "MODO 901 SHOWCASE" true Showcase width:748 height:615 persistent:false style:palette
[ 7-18-2015  0:22:47 |   3.818    0] Command[0]:     (null), Parameters: layout.create Showcase width:748 height:615 persistent:false style:palette layout:"MODO 901 SHOWCASE"
[ 7-18-2015  0:22:47 |   3.818    0] Command[0]:     (null), Parameters: select.viewport viewport:0 frame:4
[ 7-18-2015  0:22:47 |   3.818    0] Command[0]:     (null), Parameters: layout.restore "MODO 901 SHOWCASE"
[ 7-18-2015  0:22:47 |   3.818    0] Command[0]:     (null), Parameters: select.viewport viewport:0 frame:4
[ 7-18-2015  0:22:47 |   3.818    0] Command[0]:     (null), Parameters: layout.createOrClose MODO_901_Showcase_Mini_Palette Showcase_Mini false "Showcase Minimised" width:300 height:70 persistent:false style:palette
[ 7-18-2015  0:22:47 |   3.818    0] Command[0]: PRE (null), Parameters: @SDF_StripHaul.pl 0
[ 7-18-2015  0:22:47 |   3.852   34] Command[0]:     (null), Parameters: @SDF_StripHaul.pl 0
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]: PRE (null), Parameters: user.def sdfuz.stripCHaul action @ChanHaulSeq
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]:     (null), Parameters: user.def sdfuz.stripCHaul action @ChanHaulSeq
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]: PRE (null), Parameters: user.def sdfuz.growTree action "@SDF_TreeOpClick.pl 10"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]:     (null), Parameters: user.def sdfuz.growTree action "@SDF_TreeOpClick.pl 10"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]: PRE (null), Parameters: user.def sdfs.colVfac action "@SDF_BoolDD.pl 1100"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]:     (null), Parameters: user.def sdfs.colVfac action "@SDF_BoolDD.pl 1100"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]: PRE (null), Parameters: user.def sdfs.colHfac action "@SDF_BoolDD.pl 1100"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]:     (null), Parameters: user.def sdfs.colHfac action "@SDF_BoolDD.pl 1100"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]: PRE (null), Parameters: user.def sdfs.autoTFit action "@SDF_BoolDD.pl 1100"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]:     (null), Parameters: user.def sdfs.autoTFit action "@SDF_BoolDD.pl 1100"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]: PRE (null), Parameters: user.def sdf.treeClick action "@SDF_TreeOpClick.pl 0"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]:     (null), Parameters: user.def sdf.treeClick action "@SDF_TreeOpClick.pl 0"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]: PRE (null), Parameters: user.def sdf.treeNodSiz action "@SDF_TreeOpClick.pl 303"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]:     (null), Parameters: user.def sdf.treeNodSiz action "@SDF_TreeOpClick.pl 303"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]: PRE (null), Parameters: user.def sdf.emptyNodViz action "@SDF_BoolDD.pl 1080"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]:     (null), Parameters: user.def sdf.emptyNodViz action "@SDF_BoolDD.pl 1080"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]: PRE (null), Parameters: user.def sdf.outMeshReady action "@SDF_StripHaul.pl 70"
[ 7-18-2015  0:22:47 |   3.852    0] Command[0]:     (null), Parameters: user.def sdf.outMeshReady action "@SDF_StripHaul.pl 70"
[ 7-18-2015  0:22:47 |   3.853    1] Command[0]: PRE (null), Parameters: user.def sdf.loopStripIndex action "@SDF_StripHaul.pl 88"
[ 7-18-2015  0:22:47 |   3.853    0] Command[0]:     (null), Parameters: user.def sdf.loopStripIndex action "@SDF_StripHaul.pl 88"
[ 7-18-2015  0:22:47 |   3.853    0] Command[0]: PRE (null), Parameters: user.def sdf.naStripIndex action "@SDF_StripHaul.pl 98"
[ 7-18-2015  0:22:47 |   3.853    0] Command[0]:     (null), Parameters: user.def sdf.naStripIndex action "@SDF_StripHaul.pl 98"
[ 7-18-2015  0:22:47 |   3.853    0] Command[0]: PRE (null), Parameters: user.def sdf.spWidth action "@SDF_StripHaul.pl 95"
[ 7-18-2015  0:22:47 |   3.853    0] Command[0]:     (null), Parameters: user.def sdf.spWidth action "@SDF_StripHaul.pl 95"
[ 7-18-2015  0:22:47 |   3.853    0] Command[0]: PRE (null), Parameters: user.def sdf.spProfile action "@SDF_StripHaul.pl 95"
[ 7-18-2015  0:22:47 |   3.853    0] Command[0]:     (null), Parameters: user.def sdf.spProfile action "@SDF_StripHaul.pl 95"
[ 7-18-2015  0:22:47 |   3.853    0] Command[0]: PRE (null), Parameters: user.def sdfi.sWidthAbs action "@SDF_BoolDD.pl 70001"
[ 7-18-2015  0:22:47 |   3.853    0] Command[0]:     (null), Parameters: user.def sdfi.sWidthAbs action "@SDF_BoolDD.pl 70001"
[ 7-18-2015  0:22:54 |  10.362 6509] Command[0]: PRE (null), Parameters: scene.open "C:\Users\dian\Desktop\Test\Untitled.lxo"

What i found out is that when creating null substance texture and save my scene and decided to close Modo that actually causing this crashes on loading the scene with null substance locator into it.

Report file also has been attached.

Best Regards,
Dian


14
Hello Wes,

Now i am following Substance video tutorial and learning how to use Substance Designer together with Modo 901, but what i am missing is the Image Still tab and the ability to manage textures Color space and UDIM sets.
Could you please provide any solution for this?
How to manage Color space of the texture controlled by sbsar?
Whether UDIM is supported currently for Modo901?

Thanks in advance!

Best Regards,
Dian

15
I have output with bump, but in 3d view cant see any visual depth changes. Normal map output showing perfectly, but bump just do not get it.

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