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Show Posts - Govind Krishna

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Messages - Govind Krishna

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31
Thanks Algorithmic, appreciate the prompt response. You are guys are awesome.

32
You can use the "run compatibility test" and then test program, and it works, but you have to do it each time you launch it. Windows 10 trick.

Yeah!
This works too - nice  ;D ;D

I am on a WIN 8.1 though

33
Yeah I confirm that changing the year to 2015, Designer launches without any issue.
Phew!! At least I can get my work done for now.

34
Same here - just happened to me as well. Didn't want to create a repetitive thread so adding it here.
It was working well, all of a sudden it stopped.

I am using an AMD 7950 GPU.
I reinstalled AMD driver (not using the latest Crimson). I reinstalled Designer, I cleaned registry. Even installed it in an another drive and did everything I could think of - but it won't start.

I am attaching few screenshots and for some reason Microsoft Visual studio pops open every time there is crash and it generated a report, which I am attaching too.

Please help,

Regards & a Happy New year
-G




35
Not a query but a piece of info for those who don't know about it.

Substance Painter was used by Ruairi Robinson, here and there to texture certain aspect of his upcoming movie's teaser promo "The Leviathan."

He talks a bit about it in this podcast here CG Garage Ruairi Robinson

That's so cool. I am trying to push substance painter to be used on the other spectrum as well, not just for games. Trying to implement it on a cartoon network series, hopefully I succeed :)
Love the texturing workflow within SP

Any cool stories like these, where SP or SD has been used elsewhere other than game texturing? Would love to hear.
Kudos!

36
Thank you so much for the reply guys.
Wes, thank you for the screenshot explanation :)

37
SubstanceSubstance - Discussions - Tangents & Normal map extraction
 on: September 11, 2015, 11:57:55 am 
I went through the tutorials by Wes on the sci-fi crate texture painting in Substance Painter, and in the model preparation section, he went over tangents and normal map for Unity & Unreal in quite a detail - which was great.

I wonder if there are any steps we need to take for rendering in Marmoset, and offline renderers like VRAY & Arnold? For maintaining consistent look when using low-poly asset with normal map extracted from a high-poly. When using substance packages for extraction and texture creation.

Thank you,
-G

38
Wow, that was great to know.
Thanks a lot Fabian, coming from the VFX end, there is lot of stuff to learn on the game realm.

I will look up parallax displacements. Sound damn interesting. I have seen parallax map for eye though.

39
Thank you for the detailed explanation Fabian.
I think I am getting there now.

The blending option with height maps sounds awesome.
What confused me is, my normal map was giving me everything in terms of displacement - so I was unsure how to use height map.
The workflow that makes sense to me now is, height for bigger displacements and normal for fine details for detailed assets
For really low-poly assets (under 2K count) just normal.

Thanks again
-G



40
Thanks Zurhoch,

So if for fine details, SP is baking out height as normal when I export, height map become irrelevant if i am using something like Marmoset Toolbag for rendering, right?
And I can use displacement with height map (32bit) for the bigger displacements.


41
Thanks Fabian, making a lot more sense now, however landed me in small workflow confusion

To clarify the workflow - am I correct in saying that when exporting maps from SP, the height map is converted to normal map? Then where does height come into play?
Also if I am sending my maps to Unity or other game engines, should I get only normal instead of height?

From my limited experience on the game end this is what I have come up with:

If sculpted details are available as normal map for a low-poly game asset, then:-

- Add them in SP for visual feedback on the asset and once the map is exported, merge both sculpt normals and SP normals in SD and send them out. Where SP normals are mainly teritiary details like small chips and cracks and pores, etc
(no height here!)

If sculpted details are not available and the asset is just a low poly prop, then:-

- Paint in SP and when you spit your maps out, height is converted to normal (is it?), and just use normal
(no height here again!)

I would deeply appreciate if you could direct me to a generic workflow for height + normal.

Thank You

regards
-G

42
Thank You Fabian, this article really helped.

I do however I was wondering how does normal + height workflow go about in Marmoset.

Where does height map generated from SP go in Marmoset? Is it under displacement?
And do we use Normal + Height for an asset?
This asset I painted in SP has no normal (I mean no sculpted normal details). So the normal and the height map is from SP.

When I plug-in the height from SP in displacement in Marmoset, the mesh breaks apart. Normal however is working properly.
Not sure if its because I am exporting 8BIT tga bitmaps.

Regards
-G

43
Sorry for posting on the wrong forum, still new here.
BTW, when I switch tools with projection like two or three times, it comes back to normal.

44
Hi,

I am not sure if this is my GPU issue or something related to SP, whenever I use the projection to paint, after I lift my pen to commit to the paint, I get this white overlay on my screen. If I restart SP it comes back to normal.
even if I exit the projection tool and come back to paint tool, it still there.
Is this a known issue?
I did search, found no one mentioning it.

Thanks
-G

45
Hey Govind,

if the image is non-square the preview will be completely square, so you would need to create a square Alpha to get correct previews.

Hey Fabian, that made sense and also solved my issue - thank you very much.
I am posting an image below for anyone who wants to know how to create an alpha.

Cheers
-G

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