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.


Messages - dianmozokov

Pages: 1 [2] 3 4 5
16
Hello Wes,

I try this method with metallic as group masking, but my textures are totally washed out by masking. I want to find out what I am doing wrong.

Best Regards,
Dian Mozokov


17
Quote
HI Dian,

You have it set correctly. Using Specular color from the duplicated specular amount is the correct workflow.

Cheers,

wes

That is great! I knew that my gold will shine  ;D. Thanks again for direction and help, Wes!  BTW your Painter tutorial is just AWESOMENESS, there is no other tutorials like this. Actually it is wrong to say a "Painter tutorial" only, there so many goodies in this series at different levels and areas. Thank you for sharing your experience and knowledge.


Best Regards,
Dian Mozokov

18
Hi Wes,

Yes i am using the new PBR material in Modo and Painter Modo 901 preset for export my textures.

Recheck all settings and everything looks right. New screenshot attached with my settings.
As you can see from second screenshot my gold specular color is missing. BaseColor_Specular map apply Specular Amount only.
In the last screenshot my gold is back, but i need to duplicate my specular map and set to Specular color.

Best Regards,
Dian Mozokov


19
Thank you Wes! Really appreciated your help!

Best Regards,
Dian Mozokov

20
I think i found out how to render my specular reflection properly in Modo. What i do is just duplicate my specular map and choose for effect "Specular Color", and now my render looks correct. So i have amount and color specular effect enabled in order to achieved my goal, but is this correct way of composing my shader tree? I am asking this because i cant find anything for using the specular color effect in this section here: https://support.allegorithmic.com/documentation/pages/viewpage.action?pageId=115507208

Best Regards,
Dian Mozokov

21
Hello again Fabian,

I found out one of your post here: https://forum.allegorithmic.com/index.php?topic=7164.msg34503#msg34503
Which explain my problem exactly with missing diffuse color. Actually, i suspect that this may be the case, but i cant figure out how to fix this in Modo 901?

Best Regards,
Dian Mozokov

22
Hi Fabian, thank you for your comment!
Attached new screen shot and marked with red lines missing colors in Modo. The rendering result is not what i expected to see. How to configuring my shader tree in such way that the gold color match what i painted in Painter? Also, i notice that the color map exported for unreal include gold color that is missing in Modo render.

Best Regards,
Dian Mozokov

23
Substance Integrations - MODO - Problem with diffuse color
 on: October 16, 2015, 06:44:46 pm 
Hello All,

I am having trouble with exporting diffuse map from Painter. What i notice is that the gold color missing from my diffuse map, instead shown in specular map. Probably i am doing something wrong with exporting maps for Modo, because in Unreal 4 everything looks nice. using Modo 901 preset for export settings.

Thanks in advance!

Best Regards,
Dian Mozokov


24
Hello Wes,

Actually i had in mind the smoothing groups in Modo.I am not sure when is the best to bake down my smoothing groups, before triangulate the mesh or bake after that?
And another question. What exactly does mesh smoothness option in FBX preference? What the differences between mesh smoothness and smoothing groups options? Should i check mesh smoothness in preference?

Best Regards,
Dian Mozokov

25
Hello All,

Just wondering what is the best way to get Smoothing groups out from Modo and importing properly in Substance Painter? Can you please verify my Modo FBX preference attached here and correct me if you noticed mismatch. When to bake Normals vertex map, before triangulated the mesh in Modo or after that? I want my export setup to work well with Unreal 4 engine.

Thanks in advance!

Best Regards,
Dian Mozokov

26
Okay, Nico. I just wanted to ask, whatever :)
Thank you!

Best Regards,
Dian

27
Hello all,

What is benefits from this new payment method for old user like me ?
I have old version of Substance Designer PRO v3. The only option i see from my account is to upgrade to PRO version v5 or to INDIE v5 for 75$. So, what are the main benefits from this upgrade for me personally ?

Forget to mention that currently i am LIVE user :).

Best Regards,
Dian

28
Ah, I see now! That was clearly enough for me :)

Thank you Froyok!

Best Regards,
Dian

29
Hi Froyok,

Maybe i do not understand very well how layers system works in Painter, but i notice now that everything is painting on one layer which can not be hidden separated by others layers. I thought that layers  for each channel as: color, height, rough, metal can be hidden like channels on Painter materials.

For more clearly what i want to ask, screenshots have been attached.

And last, the "clear" functionality would be good to be included in next updates of Painter.

Best regards,
Dian
 

30
Hello,

is there any ways to clear already painted information without remove the layer, only to clear it up?

And second question. Why when i want to hide one of the layers, all others hided also? Lets say, that only color map want to be hidden and review the effect of others layers.

Best Regards,
Dian

Pages: 1 [2] 3 4 5