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Topics - Rawbdiel

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Substance PainterSubstance Painter - Discussions - Workflow
 on: February 10, 2020, 10:38:18 pm 
A general workflow question.
Do you manually unwrap your models when texturing in substance painter?
I was taught to manually unwrap, scale them, and pack them as much as possible. That was when texturing was mainly done in Photoshop. I still unwrap them manually. It does take some time. Is it necessary? I have started using auto unwrap for sections where the model doesn't need a lot of detail and manually unwrapping in other areas. It bothers me to see such a mess in the UVs. Just curious how you prepare your models for texturing.

Substance PainterSubstance Painter - Discussions - Color Picker
 on: December 19, 2019, 09:58:22 pm 
What happened with being able to select colors outside of the substance window? If this is no longer an option, what do you suggest for selecting custom colors?


This is the first substance I have created. I want to make something similar to the 1st image. The 2nd image is of the floor I made and the 3rd is of the tie down I made. They are both on separate graphs. I was following the Create Your First Substance tutorial and I wasn't getting the effect I wanted when using he Splatter nodes. Is there another way to distribute the tie downs across the floor?

I'm getting a stretching issue and an odd height issue. I'm going outside of the 0,1 uv space to make a tiled texture for some pipes. I'm using an ID map to mask. I checked the UVs and there doesn't seem to be any stretching.

After turning off all layers affecting these pipes I have a layer from a different section causing this height error. There isn't any bleeding from the masks or UV's going into other areas.

I just need some clarification on how filling works. I thought substance painter would fill the entire space that the ID map is colored to.
If I select the blue section, it would fill the entire area. It seems to fill the objects in that area. Is this just a display option?

I can't get the textures look in unity the way they do in Substance Painter. I exported the textures using "PBR MetalRough" and also "Unity 5 standard metallic" export presets, but still no luck. I  tried different shaders in unity, imported the HDRI image I was using in unity to substance to check if that was part of the issue.
To me the textures look too shiny/glossy in Unity and the color is off. The screenshots are the closest I could get after adjusting lighting and the skybox in unity.

Substance Painter


Is there a way to set the start point when making a straight line (shift+Left Click) without having to click on the model? I want to avoid having to click and undo so I don't get a dark spot where I start the line, especially noticeable if stroke opacity is not at 100%

Substance PainterSubstance Painter - Discussions - Painting Rounded corners
 on: December 14, 2018, 12:30:17 am 
Does anyone have a good technique for rounding off corners?
My attempt didnt come out as sharp as the neighboring edges.


First two images are from Maya, the last one is how it looks in substance painter. Its one of many parts, but this one looks as if its been run through a smoothing modifier. Getting error
"[Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed"

What happened to the plus and minus buttons on UV offset? I'm trying to align a wood plank material, not trying to adjust UVs again. Is there a way to adjust the slider slowly, its way too sensitive to do this.


I just want access to the newest Painter version and substance source.

I painted in some bumps. I wanted to use a generator to get the basic scratches but it doesn't take the painted normals into consideration. Is there a tutorial on this? Is there a better way instead of exporting the normal map and re importing it?

Substance DesignerSubstance Designer - Discussions - Substance Share materials
 on: January 12, 2017, 02:10:14 am 
I'm having an issue with the "PBR Validate" material. when I add it to the layer its a solid green regardless of the roughness of the object. Also other downloaded materials at times don't function properly, they end up being grey.

Substance PainterSubstance Painter - Feature Requests - Masking
 on: March 17, 2014, 07:37:21 am 
Is there a way to undo a mask selection quickly (ctrl + Z)? Or at least being able to switch between the two masking colors, black and white, as in Photoshop. The process slows down work flow if you have to correct a selection. Going to the color palette and picking the opposite color to undo part of the mask and then going back to the previous color to continue masking.

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