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Topics - jatang808

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My goal is to create a *cinematic quality* character, and I wanted to use Iray to render it out. However, it seems to cut him off at the waist. Is this because I have too many UDIMs? (I have around 30 in this scene each using 2k map sets, and one 4k map set. I used another SP file to do the texturing so the scene above only has the final textures plugged in.) Or is it some other limitation? Other than cutting off there the rendering process itself seems okay, without any glitches/crashes.

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doing the bake by same name in substance painter 2 (using a UDIM workflow). Every other map bakes fine except for the ID color map. I exported the highpoly from zbrush and all the subtools had their own color so I'm not sure why it is coming out as solid gray. I made sure to turn off the "grp" option in zbrush's export preset and in SP2 made sure to specify color source as "material color" and color generator as "hue shift".

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Substance PainterSubstance Painter - Technical Support - baking by name issues
 on: September 22, 2016, 10:49:11 pm 
So I'm trying to do bake by naming convention in SP. All the high and low poly objects have been matched up with _low and _high, but when I try and bake SP looks like it starts to do the baking process then the software just closes itself after a few seconds. Whats going on???

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Substance PainterSubstance Painter - Technical Support - baking taking forever
 on: September 21, 2016, 01:28:17 am 
I'm about to pull my hair out in anxiety. I'm baking all the preset maps in substance painter 2 except ID and thickness at 4k resolution over 2 UDIM texture maps, and its been 30 mins already at 70% completion. Note this is for just a few pieces of armor for my character, so it's not even the whole person! Is it normal to take this long?? I'm afraid if I abort the process now painter will just crash, and at the same time i dont want to be stuck on this all day.

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I'm not sure why it's doing this because the substance designer file is extremely simple with only three output channels (diffuse, normal, emissive). Am I doing something wrong here?

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Substance PainterSubstance Painter - Discussions - Seamlines
 on: September 14, 2015, 05:05:05 am 
Are there any tips or techniques to hide the seams when applying a material to a fill layer?


http://i.imgur.com/PTwk90h.jpg

I have a seam going straight down the pillar, and I plan for it to be several times bigger than a person so its quite obvious seeing it up close. I've tried painting over it using the material but I haven't really had success this way. Is that the only way or am I missing something?

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Substance PainterSubstance Painter - Discussions - update texture set
 on: August 27, 2015, 04:52:46 am 
halfway through a project i found out that i could rearrange the UV's for an object better, so im wondering is it currently possible to update a texture set AFTER setting up a project?

 if so it would save a lot of time compared to going back to a 3d modeling app, correcting the mistake, then reimporting everything back to a new SP project.

also, is it possible to import new objects to an existing project after creating it?

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I'm trying to make glass in SD, but despite setting an output node to opacity I can't get it to work.

http://i.imgur.com/FosxLO7.jpg

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I don't understand why I'm getting this problem and it's frustrating. I just got Substance Painter, I open up one of the sample projects and try to paint but instead I get this strange black texture that sporadically follows the brush stroke and affects the texture itself. How do I fix this problem?

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