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 - geoff_1

Pages: [1] 2
I usually work on architectural related models.  Interior spaces, furniture, etc.  When I bring the model into painter I just bake my mesh maps and go.  But I'm not really sure what all of them are for, and therefore, if some of them are needless for what I'm doing.  The main ones I'm not sure about are world space normal, position and thickness.  Can anyone offer some insight on what they do and if/why I'd need them?  Thanks.

I have a model I created in modo that uses catmull clark subds.  I want to bring it into SP for painting but I'm not sure what the proper workflow is to do this.  I was watching this tutorial - - and Wes starts with a high poly mesh to bake the mesh maps.

So, what I tried is exporting one of the mesh layers as an fbx.  Then freeze that mesh in modo to get the high rez version of it and export that as another fbx.  In painter specify the high rez fbx as the high rez mesh for baking the mesh maps.  When I do that I get artifacts around the edges that are mainly in the normal map but also in the ao map (see attached).  Is there another way to do this or do I need to adjust some settings in the baker?  If the latter, what would I start with?

I'm just getting into painter and would like to export my maps with a few different configurations - PBR Metal Rough, PBR Spec Gloss, etc.  Is it possible to set it up to export in a batch all selected configs?  I don't see that availability but just wanted to check before I went through and did it one by one.  Thanks.

In this picture you can see that the horns of the sea star are a dark brown color that fade into the light tan color.  I have modeled a sea star similar to this and am trying to texture it in SP.  But I can't figure out how, if there's a parametric way, to make the horns the dark brown and fade into the light tan.  Anyone have any pointers?  Thanks.

Substance PainterSubstance Painter - Technical Support - uv map problem
 on: June 11, 2018, 01:58:19 pm 
I've tried using this model in both painter 2.6.2 and also a trial of the latest version and both act the same.  I've taken a very simple polygon mesh in modo and created a uv map.  Then after importing into substance painter it doesn't appear to read the uvs correctly.  Look at the attached painter screenshot and you'll see my main stroke down the center of the room (and compare the uvs in painter to the uvs in modo).  However it paints on other polys as though they were connected to other uv polys (from the lower left corner).  I'm not doing anything special with this model so I'm not sure why it would cause this behavior.  Is this a problem with painter or something I need to export in a certain way before importing into painter? Thanks.

I'm trying to create this aluminum panel appearance but  I don't have much experience with substance designer so I'm struggling a bit and was hoping someone might be able to help me get closer to the picture.  The things I'm not sure how to do are to give each panel it's own bit of coloring so it doesn't look like one continuous piece of aluminum, but each panel is slightly different.  Also, the panels each are randomly raised a bit more than the adjacent ones.  How can I achieve that effect too?  Thanks.

I'm using a bitmap image into a tile generator and I'm getting seams around the tiles.  Here's a video talking about the problem and a fix for it -  The problem with this is that the video is starting with a procedural image input so it works fine.  In my case I'm working with an actual image of bricks so I can't use the solution they present.  Does anyone know of another fix for this using a bitmap image input?  Thanks.

Substance DesignerSubstance Designer - Discussions - how to tile substance
 on: February 11, 2017, 09:00:26 pm 
I have an fbx interior scene which I brought into designer.  On two opposing walls I want them to be bricks.  I originally built and textured this in modo so I already have a brick image texture to use so I added a bitmap node and linked to that original brick.  However in modo I tiled it 3x and I cannot figure out how to do that in substance. 

So I went into the substance source and found another brick sbsar in hopes I could do it there.  I opened that substance file in my interior scene and applied it to the walls but again I can't find a way to tile it.  So, for each case, how I can I tile the texture across my walls?  Thanks!

Wes, is there any possibility that you could make the materials available that you used in the first section of the new features video?  I haven't done a lot in SD and would be interested to see how they were created before they were even used with the new material height blend node.  Thanks!

Substance DesignerSubstance Designer - Discussions - weave pattern
 on: October 05, 2016, 02:50:27 am 
Can anyone suggest how to create a substance to look like this?  I started with the weave2 generator and that starts to get me the woven threads.  However I need the thread strips spaced apart as they go in and out of the base grid.  I don't see any options in the weave2 generator to space them apart.  Any suggestions?  Thanks.

This person appeared to be having the same question that I do, but didn't get much of an answer.  So, I have a gun model with separate mesh pieces for the slide, body, magazine, etc. done in Cinema 4D and exported as fbx.  I assigned a material to each separate mesh piece.  When I import to SD each material shows up under the Material menu.  But when I start a new graph it covers the whole model instead of only the mesh that has a particular material.  So, how do I tell a certain material to use a specific graph?  Thanks.

Substance PainterSubstance Painter - Discussions - newb questions
 on: July 18, 2016, 03:14:22 am 
I've gone through a number of the tutorials for painter and I'm trying to get started on my first real project with it.  I've modeled an x-wing fighter in modo.  Some parts use sub-d and others are just more hard surface modeling.  From my understanding from the videos I watched, I need a low poly and high poly version of the model.  So I exported the model as is for my low poly version and then went through each layer freezing the geometry and exported that as a high poly version.

In painter I referenced the high poly version and baked my maps.  I started this a while back and can't remember what issue I ran into but at the time found that I had to set the max rear distance in the map baker area to 0 to get it working.  I was working on creating height/normal map detail on the bb8 model and if I remember correctly the normal map being generated had a lot of weird artifacts in it that seemed to go away with that setting.

I have now gotten back into the project and started working on the canopy.  Leaving the max rear distance at 0 gave me an ao, thickness and I think curvature map that was completely black.  So when I tried to create edge wear details nothing was working.  I increased the max rear setting to .02 and now have maps that the generators are starting to work with.  However what I see in the viewport looks kinda wonky - see attachment.  I found if I disable the normal and ao maps it looks fine - no weird shading but of course the edge wear doesn't work. 

What I learned is that for each part of my model I'm going to have to massage the max rear distance setting to get a map generated.  But, I'm not sure if there's some general rule of thumb to know where to set this value.

My other question is how important is scale when generating maps?  I mean, I was watching this video and around the 3 minute mark when alt+clicking the mask, the model/mask was very easy to tell what was being masked and see the effects. With my normal map and ao map, I'm having a lot of trouble figuring out what the mask is doing due to the weird shading.  Is that because my model may be really small?  If so, do I just go back into modo and scale it up to a certain size?  Or is there a way to set the size in painter?  If I'm way off base and you think this is being caused by some other reason, please let me know.  I'm kind of grasping at straws here.  Thanks.

I'm trying to follow a tutorial and in the first step it says to use a tile sampler with the pattern set to half bell.  It also shows a screenshot of it.  But I only see a bell pattern when I add that node.  Was half bell removed?  How can I recreate that?  Thanks.

I've been fighting for a while now trying to draw a straight line on my height map where I want it.  I've been using the shift key and sometimes it draws a partial line, other times it won't draw anything, and most times it won't start the line where my brush is positioned. 

I'm trying to texture a hard surface model which has a lot of panel indentations so being able to draw straight lines is critical for this model as I'll be doing a ton of it.  Is there some trick to getting this to work properly?  Thanks.

I'm trying to recreate the blue light look in the attached image.  I'm very new to designer so sorry if it's a dumb oversight.  Anyway, I created an emissive output and set up a blue color for it.  I then increased the emissive intensity under the material settings to 4 and also made sure post effects were enabled.  I then turned on iray rendering.  I am getting an emissive output, but I can't get the glow and glare as seen in the image.  Can anyone suggest what else I can change to get closer?  Thanks.

Pages: [1] 2