Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Kagemao

Pages: [1]
So I've got a project I'm working on in painter. This is going to be my first only-painter project, and I'm a little confused.  I've used the first layer to paint height to create my normals.  Then I put a fill layer above, which seems ok until I start trying to apply filters such as edge select.

The edge select does not seem to factor in any of the height mapping created on the layer below.  So my intended effect to darken up the 'depths' does not work as it only bases itself on the original curvature map.

How do I set it so that edge detect and so-forth are affected by the layers below?

Substance PainterSubstance Painter - Technical Support - Normal Maps - Lines?
 on: October 03, 2015, 05:30:19 pm 
Not really sure how else to title this, but one thing I've noticed when exporting my maps from Painter is that it also produces all these odd lines around the details that I make~  Please see the snapshot for an example.

What is causing this and is there any way to stop it?  Thanks!

Hi gang,

Am still fiddling around making stuff (hopefully I can make something good enough to put up on Share!) and today's goal was a wet rock floor material with cracks.  Quite happy with my progress, but what I need to do to perfect it is to add a little distortion to the reflections in the water.

Can anyone give me some advice?  Intend to use in UE4.

Current Progress:

Content - Substance Share - [SOLVED] Problems downloading?
 on: September 17, 2015, 02:14:45 pm 
I seem to have problems downloading files from Share.

Currently I have one file saying 'failed - network error'
Another stuck on '5.4/5.4KB, 0 sec left'
.... and the third hasn't even started the download yet.

Is anyone else having such a problem?

Substance Integrations - UE4 - Output stacking
 on: September 15, 2015, 04:06:56 pm 
So today I imported my first substance into UE4.  All good, working fine though the mesh appeared much darker than I expected in level; I presume this is a lighting issue, not an issue with the mat or mesh.

One thing I noted was that when I imported, it created an instance.  This instance, in turn, created an instance of each output.

What I'm curious about is - when I was working pure bitmap, I was stacking the greyscale textures (metallic, roughness etc) into a single texture using the RGBA channels to separate them.  Is there a way to get the substances to do this automatically, and WOULD it save us on file size?

Hi all, just a quick few questions if you don't all mind. :)

- what is the recommended padding between UV islands in a UV map for use with a Painter/Designer workflow going into UE4?
- so far I have been experimenting with Designer for use in UE4 (PBR, metallic/roughness)... which shader is recommended for use with UDK? I have an environment design assignment coming up and wish to use SD for my texturing.
- does anyone have any good advice on how to make a substance for rubber?  I have been trying but just can't seem to get it right.

Thanks in advance!

PS.  Mods please move if I have pasted this in the incorrect forum.

Substance DesignerSubstance Designer - Showcase - My first WIP - stone pathway
 on: September 06, 2015, 05:17:23 pm 
This is my first time to sit down and start getting serious with trying to make my own tiling texture.  Still a WIP especially on the dirt between the stones, but feel I am making some good progress, even if my graph is a total mess.

The results ::
Static Image -
Animated Turn -

One thing I wanted to do to the stone was to add some lighter edging around the edges, but the edge make generator seems more interested in the details on top of the stones rather than the edges of them.  Any hints?

Feedback appreciated.  Thanks guys!

So I read in a thread that Emissive has been displayed in PBR Metallic since version 4.5.2?  But I have created an output, set it to 'emissive' and for a quick test I plugged my colour map into the emissive output.

This has produced no notable emissive output on the 3D view and I have checked that the emissive is checked in the display options.

I am used to emissives in UE4 materials, where black is none and anything non-black will be emissive in that colour.  At least that's how it works in my experience.

Have I done something wrong?

PS.  On a side note, what function can I use to increase the depth of my normals?  Thanks!

Substance DesignerSubstance Designer - Technical Support - Import Color ID Map
 on: September 02, 2015, 03:34:37 pm 
Hi all, very new to Substance after finally giving up on Quixel and trying the SD node workflow for texturing.  Have been watching some tutorials and am very excited, but.....

I don't get yet how to set up my meshes made in 3DS to be able to use SD5's Color ID from Mesh baking... it all just comes out as one colour.  But I know how to create Color ID maps in 3DS... but how do I assign it to be the map for the substance I am working on?  Help!  Thanks in advance :)

Pages: [1]