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Messages - chuck_3

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My first asset almost done. Im having a small problem. If you look on the butstock of the gun and where the leather sling would attach you will see two flat head screws and the plate has wood grain on it. So no problem I go to paint it and it paints fine but the normal -height from the wood grain is still there. So how do I remove the height for just that area. Also when I molded that area was floating GEO.

Under the UV to SVG baker parameters try to set the color mode to Material ID color. Im not sure if this will fix your problem but it might give you the result you want.

Yeh I couldn't agree more. That feature alone makes it worth buying Substance Live.

Sounds great! Just what I would like to see.:)

My wish list :)
I found this video    and  I would really like to see an updated version utilizing all of Substance new fancy nodes, tools, bakers. Some might say they are tired of repeats but there has been a lot of great improvements.
 Im trying to do a gun with Substance Live and some areas Im having trouble with and would like to see in a new video.
  1) Show the Gun in 3ds Max and Maya (small video for each app would be nice) and explain what all is needed from Max and Maya. Material ID's , high low naming convention, show the correct  FBX exporter settings that Substance likes.
2) Show how to put knurls on round steel parts.
3) Show how to put knurls or patterns into wooden grips.
4) Gun Maker Symbols and serial numbers.
5) Neon sights
6) Some type of fabric with blood stains. Gun sling etc.
7)  Scope lens with red dot.
8) Take it all in UE4 and Unity( two separate videos) with all the Substance goodness.

I can find most all of this in other videos from Allegorithmic, just out dated and now with version 5,we have tons of new coolness.

Im slowly plugging away texturing my gun but I cant image how much more efficient  Wes (Substance Group) with years of experience would create this one click gun substance with all the new bells and whistles Substance has.

Like I say its a wish list, and I know you guys are busier than a woodpecker in a lumber yard. 
Thanks Chuck

Hey Fabian thanks for your reply!
Awesome that's great news I don't have to explode the mesh :) and I can bake all maps in Substance. Saves a lot of time in the long run.
Going to make sure my naming convention and Material ID's are correct  and then Im diving in head first.

I got my weapon modeled both high and low and the UV's are done. I want to use both SD and SP to build the Materials for UE4. I have been studying Substance now for a few weeks on my days off and I think Im finally ready to start.
 1) Does the bake by sub mesh work? or should I resort to exploding the mesh?
2) What maps do you all bake in MAX or Maya before taking it into substance? Or can I bake all in Substance?
3) Any other tips or pointers for first timer would be appreciated.


You are welcome. Glad I could help and I hope thats his problem.

 Change your Brush setting from Tangent to UV in the Advanced Brush options.

Substance PainterSubstance Painter - Technical Support - Re: ID Map
 on: March 24, 2015, 03:50:38 pm 
Thanks you guys, for the quick reply. Ok cool.
 For simple models I really like being lazy and use a simple Max,SP,UE4 pipeline. Cant wait to see what painter will be like a year from now :)

Substance PainterSubstance Painter - Technical Support - Re: ID Map
 on: March 24, 2015, 01:50:36 am 
Thanks for the reply, Im new to SD and SP. I found the UV to SVG Baker in SD, but I'm not having any luck finding that baker in SP. Where would this baker be located?

Substance PainterSubstance Painter - Technical Support - [SOLVED] ID Map
 on: March 23, 2015, 11:31:31 pm 
If I have different colors assigned to different polygon faces in 3DS Max, export FBX to Painter with UVs created, is it possible to bake an ID map using Painter? I usually bake the ID map with Max but if its possible to do in painter thats one less step I will need to do in Max.

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