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Topics - TooManyDemons

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The lights in Substance Designer are so incredibly bad, that you only get to activate two, and are only able to move one of them.

This is a cruel joke for a program as popular and widely used as Substance Designer is. And for all the gorgeous renders of incredible procedural work that exist, this horrendous lighting setup is absolutely laughable. To make matters worse, the ONE light you can move is awkward and difficult to manipulate. Really, really awkward.

Every single Substance Designer user I know and have met, renders their newly created graph right inside the software.

I propose multiple movable lights of different types (spot, point, ect.) that you can add to your scene and manipulate using real 3D widgets. I very much hope this can happen soon.



I sometimes run into strangeness with these brushes where they curve across a flat surface. Sometimes they work perfectly and sometimes they insist on shooting at an angle.

When shot at a flat surface with a smoothing group, the leaks sometimes do not go straight down; they curve awkwardly.

My issue here is that the particles follow the normals of a smoothing group. For the leak brushes and things, the leaking is supposed to go straight down. But if used on a baked flat surface, the particles will curve, no matter what setting (even "Normal Factor" doesn't do anything and actually makes it worse). It doesn't always do this though, so I believe it may be relative to the size of the polygon?

The only workaround I have to make the leak particle brushes work against a flat surface every time is to import a flat-shaded version of the model.

I'm curious if there is something I'm missing that would make particle brushes work better when shot at a flat surface that has a smoothing group.

Substance PainterSubstance Painter - Showcase - TooManyDemons
 on: March 20, 2018, 02:51:47 am 
I'll use this thread for my creations. I'm new to high-poly texturing and rendering. Any advice I can get from professionals will not be wasted on me. Thanks very much in advance for your critique and criticism!

This is my early attempts at playing with high res character painting in Substance. This goblin was sculpted in Zbrush and rendered in Blender Cycles.

The first thing I took from this project is that I should pose before sculpting and not after. I could have made a tighter fist and completely avoided clipping gear and such. Still, I'm happy enough with the result since I'm not very experience at this sort of work. Most of my stuff is low-poly game models.

With this new update, I can't seem to get past the ambient occlusion map. And if I uncheck the AO map, it hangs at the thickness map. The resolution doesn't matter, and I've tried this with multiple models.

It doesn't do this if I bake onto something really simple like a cube. But if the high res is more than a few million polys, then Substance hangs.

I followed the instructions for Nvidia in the log, and downloaded the hotfix. This doesn't fix my issues :P I suppose I can just bake my maps in Designer for now, though I'd love to know why and how to deal with this problem!

Thanks a bunch in advance,


I want to procedurally piece together the etched silver in this image. I want it to be a very high-quality substance and have adjustable parameters to give the designs a variety of looks. I feel a substance like this would be very useful in future projects as well.

Substance DesignerSubstance Designer - Feature Requests - Build Shaders
 on: September 18, 2017, 02:42:37 am 
I really love Substance Designer's animation features, but it's not very friendly for a game engine. Lately I've been playing with node-based shader software such as UE4's material editor and Shaderforge for Unity. They are really similar to the pixel processor.

I thought it would be really amazing if you could someday build shaders in the Substance Designer format. To do stuff like this in SD:

and then export the shader preset to a game engine would be mind-blowing.

The advantage to this is that the texturing tools would be right next door obviously. It would allow for very fast procedural iteration.

All the best,


I'm currently building a trimsheet for piping details in environments. I ran into a perplexing issue and am looking for some savant advice!

My goal was to model some details, grab the alpha in Zbrush, and make a color ID map for it in Zbrush using the flat material with polypaint applied.

To my horror, documents saved from Zbrush don't match up with the alpha. So my color ID map idea doesn't work at all. :(

Rather than go into photoshop and drag around selections, I thought I'd post, in case a better texture artist might enlighten me on a faster workflow here.

Thanks for reading ^^


Substance PainterSubstance Painter - Technical Support - No export presets?
 on: August 02, 2017, 05:33:53 pm 
I have a strange issue where I have no export presets. I've tried re-installing the program. This really bums me out  :-[
Any idea what's happening here?

When stamping alphas on a hard surface model, I am rotating the alpha constantly. I like rotations on the brush to be exact and don't like eyeballing it when working. It's also annoying to type in the rotation every time. Currently my best bet is to set the camera to free rotation and snap to a front/side perspective, but this still isn't as useful as brush rotation snapping would be.

It would be very nice to have an option in the settings to set the brush rotation to snap every 15 degrees, or whatever. I'm not sure how common an annoyance this is, but personally it would speed up my workflow a lot.

If this is already something Substance Painter can do, please tell me! lolol ^^

This is a lighting issue with a lot of skyboxes. When I'm rotating around the model to paint, there are times where it's difficult to see what I'm doing no matter how I rotate the environment. This is in part due to the low light hitting the height mapping on a model. It can be aggravating especially when masking off sections of a baked normal map.

I've run into this difficulty in just about every single project.

I don't know if this has already been requested, but some ability to light the bottom of a model, or quickly flip the environment map upside-down, would be extremely helpful!

Thanks :3

I have a nice idea for this :) I'll get started.

Substance DesignerSubstance Designer - Discussions - Copy info to clipboard?
 on: December 16, 2016, 03:34:43 am 
When I right-click the node, what does 'Copy info to clipboard' do? Can I past the info into another node/how do I do this? I can't find anything about this feature :P

*Unless this just literally copies the node info to the clipboard.... I was hoping it would be something similar to setting up a node preset. I often find myself setting transform nodes to have no tiling.

I recently tried material layering in Unity 5.4.2 and I couldn't get it to work. Only two of the materials show up. I tried setting my project to deferred (per the warning on the shader) but still no luck. My materials in the project were correct; everything was correct. I also tried creating a new project, still nothing. I then tried re-assembling the masks in the RGB channels manually and using that in Unity... still nothing.

I'm wondering if there's something I'm missing, but I combed both videos for material layering and importing into Unity, twice. :(

One thing I always loved about Krita was the radial brush menu. Something like this would be badass in Substance Painter. It would allow an artist to switch brushes and tools in full screen mode. I think it would be a fantastic enhancement.

Substance PainterSubstance Painter - Discussions - I just want to say
 on: October 07, 2016, 02:04:59 am 
Thank you.

To the staff at Allegorithmic, your tools are amazing. I felt like saying so, because when I look on the forums I usually see a wall of troubleshooting. It doesn't seem like there's much appreciation, but google 'Substance Painter' and you get a wall of awesomeness.

Your tools are growing and each new update is exciting. These tools aren't just effective, but also very fun to work with. Artists love their toys 8) I can't wait to see what the future holds.

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