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Messages - KieraB

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Hearty seconds on this suggestion!  I make objects with 5 color variations and it would be soooo helpful to be able to set the various parts of different pieces of furniture with "my leather here" and be able to simply switch that out with a click.  Now all leather on all pieces is red - click - now its black.  It would really really simplify my workflow. 

On that vein, i would want to be able to apply baked light filters to those top level textures so i can have the exact same lighting across all the pieces without lots of back and forthing.

The solution that I have found for metals coming out black is to export the BASE COLOR map NOT the diffuse or converted diffuse.

I have been having a similar situation in my workflow.  I am creating a set of assets (about 12) and it is important that all the various furniture pieces match in color, lighting etc.  The only solution I could live with was to have all of it in a single scene (which is upwards of 6 gigs when saved) but this has become seriously laggy (and crashy on open) over time as more texture options are added and more model parts.

It is possible to run two versions of substance at once but with large files that is even more cumbersome.  It is made worse by the fact that it is not possible to copy and paste between instances of painter.

The smart materials are all well and fine, but... it is still limited in some important ways.  With my set up, for example, I had to alter the baked lighting on the arms of sofas and chairs from how it is on the seat parts in order to get rid of some undesired highlights at the edges.  These little tweaks can make a huge difference in the overall look of the piece.  It would be necessary to create a smart material for sofa arms and another for the cushions in order to get it just so (and don't even get me started on the need for half a dozen different color options needed for each piece).  Over a large project that creates a whole lot of smart materials cluttering up the shelf and causing regeneration of the shelf icons.

I would love it if there was some way to set a "global light" setting for all of the baked light filters in a scene.  I think that would allow me to get out of this pickyante tweaking and make it so that my saved smart materials would look the same for anything else in the project that i wanted to add it to.

In that case I would like to suggest a "rasterize" feature of some sort, like photoshop has for making a smart layer or text just a plain old layer.  This would be helpful in a case like mine where i just want to save my strokes to the uv map and not world space.

due to my workflow the world location may change.  I had not considered that.  I have not had a lot of luck with doing the low to high poly stuff, so what i have been doing is taking my base mesh that is properly uvd and smoothing it x2 and importing those into painter.  That way i can just take all the maps and use them on my lower poly models for second life.  I can see now how that could cause issues.  Is there any way to save my paint layers to the uv space so that world space doesnt matter?  My uv maps arent the things changing in this workflow.

I was in the 3d window.  As soon as i made any reload of the mesh, even with strokes preserved my stitches layers simply stopped working.  I was annoyed that i cannot copy and paste a layer i painted on to another model with the same uv, the stitches simply disappear.

I would be ok with an "update" button that would do it on command.  I wouldnt even mind if it took some time (so that it didnt crash :-), it would just save me having to sit there and click each one, wait for it to update and click the next one... i could just click and go get a cup of coffee or something while it did it's thing.  I would find that much much less frustrating overall.

I do NOT understand how this is working.  I have a tool "StichesAndSeams" which lets me paint stitches on a paint layer.  Ok that works, no problems.  BUT as soon as I reimport the meshes my seam layers are borked - ie completely moved to other parts of the model, even when that particular model did not change in the import. 

It does not seem to matter if i use the "preserve strokes" on the project configuration or not when i reimport the meshes.  Why in the heck are my layers changing when i reload the same meshes?  Why cant I copy and paste these layers to other objects that use the exact same mesh/UV?  Is there some way to bake a stroke layer so that it is fixed like the UV?  This is for the birds.  I have had to redo my stiches 10 times now when i have had to redo one of the meshes to tweak something.  it is tiresome and counterproductive.  If i am missing some step that would keep this from happening please let me know.  Otherwise, this is a bug imho.

I forget if I have put this in before and dont see it so here goes.  I have a rather large file with a dozen objects and about 31 textureset list items (it's complicated to explain why that makes sense, but trust me it does for what i am doing).  Anyways, i can render out all the textures and they do NOT update in the viewport until I click each and every one of the 31 textureset items and wait for the red bar to change before is see them.  This slows my workflow significantly and has caused me to have to redo work several times when something changed.  I would EXPECT that when I rerender a scene all of the textures in the viewport would be UPDATED to the new render.  If that isnt the case then there needs to be a button on the textureset list box for "Update" where it would then reload everything so I am seeing the very latest.  PLEASE PLEASE PLEASE get this in quickly!

I have tried both the regular diffuse and the mixed one, same weird results.  Any other setting I might have botched?

Ok I looked over the guides linked to above but it is not simply telling me what setting I have changed somewhere and what to change so that metals that i KNOW i exported before just fine are now giving black difuse.  Is it a preference somewhere or what?

I know, for example that i had one brass that i used a baked light filter on and produced texture maps successfully, now its black. what gives?

If you really only want the older versions on that page, then perhaps a link to the buy page?  I googled and found that page and just assumed there was no 2017 version - from that page alone it is an understandable assumption.

SubstanceSubstance - Discussions - Re: SPAM attack on the forum
 on: March 16, 2017, 06:08:53 pm 
LOLs Viking, dont feed the trolls, they thrive on it.  :-D

Is there a way to tell which type of material you are working with (other than the "omg it is exporting black" method)?  What if you have a texture of each type you wish to use on the same model?

Hi thanks for getting back to me so quickly.  I very carefully did not choose anything in the modeling window.  I have the popup window open, have selected diff/spec/normal - png file type (double checked that i had png) click create materials, nothing happens or i get the error.

EDITED TO ADD: I had forgotten a step as you say of selecting all the textures in the hypershade.  Went back and watched the video and all became clear.  TY!

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