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Messages - KieraB

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 ??? Hi all,  I am making items where I need to used the baked lighting filter for texture creation.  I am having troubles because the back sides of all the textures are coming out much darker than the front.  I have tried all the included panoramas to try to even the light out and have adjusted the three lights in every configuration I could find all to no avail.  Is there an evenly lit panorama somewhere or some trick to having it where everything is evenly lit and then i could use the baked lighting lights to cast only the shadows i want and not half the model dark?  Any help would be appreciated, thanks!

Hi, I had something like this that kept happening - not sure if it exactly the same - but here is what worked for me - select the mesh and do this:

menu Mesh Display > Soften Edge

menu Mesh Display > unlock normals

re-export to painter

edited to add, sorry didnt realize you were in max, that works in maya.  perhaps there is a similar menu in max?

Hi,  I am getting better with SP but there is something that is bugging me and I do not know if I have just missed a setting somewhere or what.  The AO maps generated and used in the software do not make the spots where two objects overlap black - but rather white.  This is a problem for me because if i import to second life and the prim deforms a little bit, instead of just seeing a bit of black (which is less noticable) the user sees the white where the two objects should be overlapped.  This just looks bad for me.  If I use maya to make the aos i get black where they overlap.  Is there some trick to making painter do this too?

Substance PainterSubstance Painter - Discussions - Re: Baked Lighting Filter
 on: October 21, 2016, 07:07:00 pm 
Thanks so much Wes!  I have sent you an email. I am afraid the file is ginormous, hope that is ok!

Substance PainterSubstance Painter - Discussions - Re: Baked Lighting Filter
 on: October 21, 2016, 12:21:03 am 
Hi Wes,  thanks for getting back to me.  The problem appears to be my model, but I am unable to find out why it is happening.  I tried it with something else and it worked fine.  Do you have any idea what would make a model so one side is so off?  The normals and ao look normal to me.

Substance PainterSubstance Painter - Discussions - Baked Lighting Filter
 on: October 20, 2016, 03:59:56 pm 
Hi all,

I have been working to figure out how to bake lighting into my models from Substance Painter - rather than importing it all back into maya to hook it up and render.  I found this tutorial that uses the baked lighting filter and thought I had found my answer.  Sadly, once I export all the textures for use in my game, i find that the BACKSIDE of everything looks nothing like the front side.  The front is brassy and shiny, the back is just matt and ugly.  I have tried changing the lights in the baked lighting but no arrangement has the back and the front the same.  So my question is, can the filter DO the back too, or am I just doing it wrong?

 I have looked over the tutorial, but they never show the backside of the little car, so i have no idea.  I cannot imagine that having it properly textured only one would be useful, so I am hoping this just means I have some setting wrong somewhere.  This is what is coming out for me:

I have tried it with the Lit button on and off and tinkered with some of the other viewer settings but to no avail.  Does anyone know what I am doing wrong?

I found a solution and figured I would post in case anyone else had the question.  shows how to accomplish what I was asking for.

I have some edges that are way too sharp on my normal.  In mudbox I can just go on that layer and do a bit of blurring.  I have poked SP all over and I don't find anything similar.  Is it there somewhere?

Substance PainterSubstance Painter - Discussions - Re: Baked Lighting
 on: October 18, 2016, 01:46:26 am 
An upgrade to 2.3.1 seems to have fixed the missing ao problem for me. thanks for reading!

Substance PainterSubstance Painter - Discussions - Baked Lighting
 on: October 17, 2016, 07:23:56 pm 
Hi all,

I am trying to create textures for game assets for Second Life.  I was told to watch this tutorial:

My problem is this, in the tutorial when they drag the Baked Lighting filter up and it creates curvature, world space normals and AO in the image inputs.  When *I* do it in version 2.2.0 the AO isnt in there and I cannot figure out how to get it in there.  Without it my pretty brass metal is nearly black and no longer shiny.   What am I doing wrong?  How do i get the AO into the baked lighting filter in my model?

Thanks in advance.

PS I found this -  but I cannot figure out what to do with the file it gives fordish_filter.spp  where does that go?

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