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Messages - volker

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I'm not talking about default smart materials, but masks/ fills/ fill effects that were created manually and might also use the maps. Those maps need to be replaced manually.

If there aren't any manually created masks/ fills using baked maps, I can't tell you whats going on right now. You need to upload the Painter project + lowres/highres geometry so we can look at it directly.

Substance PainterSubstance Painter - Baking - Re: Need help with Tutorial...
 on: February 20, 2021, 10:59:55 am 
Well, you first need to learn the basics of the texturing workflows, I can't give you a full size tutorial on everything here.

You have 5 different TextureSets in Painter for that single piece of clothing, which probably doesn't make sense, unless you need extremely high texel density/ texture resolution. You probably only want a single TextureSet for that piece shown on your screenshot, or at least import it so you are able to paint across UDIM tiles. Right now, you would have to texture each TextureSet separately, without the possibility to paint across the borders of each set, which probably isn't what you want.

If you have no idea what I am talking about, and don't know what UDIMs are and even what a UV layout is, you need to go way back before even importing your object into Painter, because setting up the object correctly before importing it is essential.

To start, post your UV layout as it is right now in Substance Painter. Go to the '2D only' viewport, activate wireframe display, take a screenshot, and post it here.

Or, if you want/ can, post the OBJ file so I can take a look at it directly.

Substance PainterSubstance Painter - UV Tiles - Re: problem with UV mapping
 on: February 19, 2021, 10:08:19 am 
You need to either mask off the faces and use a separate smart material with the directional effects rotated 90°, or adjust the UVs (UV island circled in red separated and rotated 90°).

Substance PainterSubstance Painter - Baking - Re: Need help with Tutorial...
 on: February 19, 2021, 10:01:56 am 
Is there a reason why you created multiple TextureSets for that object?

Post a screenshot of your UV layout please.

It is most likely about the baked mesh maps. Re-bake all the maps, and drag-and-drop the maps into all slots (fill layers, masks) where they might be used. They will not be replaced automatically.

Substance PainterSubstance Painter - Baking - Re: Baking issue on windows
 on: February 15, 2021, 03:40:17 pm 
Can you share the highres + lowres meshes?

Substance PainterSubstance Painter - Baking - Re: Normal Map Baking artifacts
 on: February 12, 2021, 03:07:28 pm 
You need to increase the spacing of the UVs, there is 0 distance between islands. Also add margin of a couple of pixels (so UVs are not located directly on the border of the UV space).

You probably also want to add a bevel to the additional indentations you have in the highres model, those 90 degree sharp extrusions will not bake well. Also, remove the ngons (polygons with more than 4 sides).

Post your system specs please. Might be insufficient VRAM.

Make sure to set the correct normal map format for the target application in the Painter project (Edit -> Project Configuration -> Normal map format).

Substance PainterSubstance Painter - Discussions - Re: how to mask a mask
 on: January 27, 2021, 12:48:35 pm 
You can't apply a second fill effect to the mask, and then mask that fill effect using a paint effect in that same effect stack.

What you need to do is apply the first fill effect to the mask of a fill layer, then put that fill effect into a group, apply the second fill effect to the mask of the group, and then create a paint effect in the effect stack of that group to paint away the mask.

If thats not what you want, I'm lost.

See screenshot.

Create separate UV islands for each branch/ root, and align all UV islands vertically or horizontally. Ideally, use the 'rectangularize' feature in your UV layout app to morph each island into a rectangular shape, the bark will then just follow the direction of each branch automatically if you set the smart material to utlize the UV layout (not triplanar).

You can use a single smart material for the enire tree this way. Then e.g. use the clone brush to hide the seams.

Substance PainterSubstance Painter - Baking - Re: Baking issues
 on: January 22, 2021, 02:55:50 pm 
What about the angled result? Is there a way to make it bake directly front view with no angle?

Not in Painter unfortunately. You need to bake the normal map in Designer or in Marmoset Toolbag and use the 'skew correction' feature.

Can you share the body of the guitar (high + low, or maybe cut off the part with the artifact on it)?

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