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Messages - Leon Leon

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can anyone help me with an answer?  Im still experiencing this size glb issue

still hoping for an answer.

Thanks CAGameDEV !

1. first of all what is that specific exporter are you using for Maya to gltf? I'm currently using the Babylon plugin. I'd like to try the plugin shown in your screenshot as well. let me know where to find it.

2. my workflow is  maya-> fbx -> SP -> gLTF/Glb

Below you will see screenshots of the workflow and the issue. 
My Maya settings are in Cm.   I this example I have a 2 cm sphere I'm exporting as a Fbx with correct scale.  That same Fbx was imported untextured in Unity and it's true to size (pictured next to the head model)
The same Fbx sphere was imported in Substance painter , was textures and exported as gLTF/Glb.  The giant purple ball is what was exported. It aslo flips the Z axis upon export. It's facing +Z when its exported in -Z.
I can't understand why this size increase and axis flip and unable to export gltf models true to size.
All my models end up Gulliver in the King of Lilliput. Joke aside, I need to deliver these models and I don't know where the issue is.
Thanks for any help/insight you might be able to provide.

Still cant seem to find a solution to this. I bet it's something super easy, that just doesn't cross my mind, but for now I'm stuck.  Anyone knows why my .gltf mesh increases in size upon export ?

My mesh is 22cm high in Maya. After I export the gltf the mesh is 100x larger in size at 2200cm.  Can anyone advise what to do to keep my 1:1 mesh ratio?   I couldn't find anything in the settings to adjust that.

Thank you so much!

My mesh is 22cm high in Maya. After I export the gltf the mesh is 100x larger in size at 2200cm.  Can anyone advise what to do as I couldn't find anything in the settings ?

Substance PainterSubstance Painter - Baking - Re: bake selected texture set?
 on: September 18, 2020, 12:53:14 am 
nice I was looking for same :)

I'd like to bake only one set of textures only, as I've replace that piece of geometry but the rest i wanna keep. In this case I've replaced the eyes and i'd like to bake that set again. How do i do this?
Thank you!


I've tried multiples options but I cant tell if it makes a difference as it packing everything in 3 textures file anyway.

@JeremieNoguer   yes that's what the issue was. Thank you so much!

Hey man no need to use a snappy tone. I appreciate you taking the time to answer me and I'm here to get the answers.Please don't shame me for asking. No question is a stupid question.

Yes the below is exactly all I wanted to know. I'm aware of the rest. Thank you for explaining.
You're asking if the frontal and rear distance baking settings in Painter some how affect performance in a game engine. There is no relationship between your ray distance in Painter and how well your asset performs in a game engine.

My initial question was from that point of view, as I'm curios to know if these higher values will actually have an impact in computing/processing time. I read your answer with that in mind when you said it makes a difference.

@CaGameDev thank you!  To get a good bake for my normal map I had to use 0.039 max frontal and 0.016 for rear.  You are saying that these high values will end up taxing on computing time in an engine? Are they unusually high?

Substance PainterSubstance Painter - Discussions - glTF PBR Metal Roughness
 on: September 04, 2020, 05:20:42 pm 
I have the 2020.2.1 SP version.    The glTF PBR Metal Roughness export option is grayed out. Can anyone point me to a solution as I wasn't able to find it so far. I bet its something so easy just that I haven't came across the answer yet.  Thank you!

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