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Topics - lookdev

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A model has several components, when  I export from Substance Painter, everything gets dumped in the same place all maps for all individual meshes, one big mess.
Is it possible to have the option to save to sub-folders?one check box that is enabled by default.

When you first bring in your model, does it matter where you bake your maps? in your 3D package or Substance painter?
The first time I've done it in Substance painter (Texture set settings-> Bake Mesh Maps), it looks fine. Then I watched this allegorithmic video
I saw that he did it in Maya.
Does it matter? do you get better maps in one or the other?
same question applies to when you want to re-project UVs in Substance painter and need to re-bake.

What do you do to discover issues with UVs before you start painting/applying materials?
Some complex models have several parts and the checker board in Houdini, although useful, is not as "loud" as a stretched material.
I've applied materials in Substance Painter to 4 out of 5 components of an object, and I,ve realised that the 5th had very nasty stretching. I went back to Houdini and it took a while to find the right UV island and to notice the stretching. It is there, but it wasn't as clear as it is in Substance painter after applying a material.
Now I've fixed the UVs but I need to re-export the fbx and redo the whole painting.
Do you have a stage where you apply something temporary only for the purposes of checking the UVs and what is that something?
(I'm new to substance painter, and this was my first model I painted in Substance painter)

Pages: 1 2 [3]