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Messages - CAGameDEV

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46
If you look at the piece below you'll see they're n-gons, not quads and you'll want to convert to tris. Also the UV map shows you have overlapping.



Same with the piece below:


47
The triangulation part has nothing to do with UVs. If someone is telling you to keep all meshes in Quads post-work then they're putting out a static rule which doesn't hold true. There is a reason for this and it has to do with consistency from application to application. It is much more important when baking high to low as well as you wont see the problem as close on a denser mesh. Also, n-gons are a problem in Painter which is why and I had zero idea of your topology.

This issue can easily be solved if you upload your mesh or .blend file some where.

48
Then make sure you're only dealing with tris when you import into Painter. Double check your UVs for overlapping. If you're using Blender make sure you apply modifiers prior to uv unwrapping.

49
SubstanceSubstance - Discussions - Re: Substance Launcher
 on: April 04, 2021, 06:27:12 am 
i am also not able to find a launcher

If you click the link I posted it is right there.



They really should have it listed separately outside of the TRIAL area as it can be confusing.

50
If you can share the high and low I'll take a look.

51
This can happen from your Antivirus, and also by not having rights for the folder you're using for your shelf. Double check these things.

52
Substance PainterSubstance Painter - Technical Support - Re: Jagged Texute
 on: April 02, 2021, 08:43:58 am 
If you can share the mesh I'll show you how to bake it correctly.

FYI, the reason I said to bake with the mouth open is to avoid problems due to where the rays hit.

53
You'll have one layer or folder (depending if you're using a smart material) for the material, then you'll add another fill layer on the top stack, only enable the needed channels and adjust the height. Make a Black Mask for that Fill Layer, and add a grunge scratch in a fill or paint manually. This should work fine.

If it is easier for you just add me on Discord: BlueSkyCDN#4409

54
I personally try to use Fill Layers and work in the Masks (with paint layers, fill layers, and filters as needed) while adjusting the height value in the Fill itself. Is this not working for you?

55
If you have a bunch of layers and want to use smudge and have it work for all of them then you need to make a layer on the top of the stack, and put passthrough on all the channels for your blending mode, then you can use smudge.

Filters and Generators work fine when I tested so you'll need to be more specific to what you're trying to do and what isn't working.

56
Can you include a .spp file of where your layers don't work correctly? This is news to me.

57
Substance PainterSubstance Painter - Technical Support - Re: Jagged Texute
 on: April 01, 2021, 05:42:27 am 
Looks like it is due to the bake. I would recommend baking with the mouth open if possible.

58
This will happen if you're not using the same texel density for all your UV shells.

59
Substance PainterSubstance Painter - Discussions - Re: Exporting?
 on: March 30, 2021, 10:47:42 am 
Export using the correct Unity Template, then slot your maps in Unity directly.

60
Also my comment regarding masking assumed you're working with seamless textures.

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