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Topics - Teemu Wilander 0

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Content - Substance Source - Rotating substances
 on: November 09, 2017, 09:24:19 am 
I know this has been asked a lot of times over the years, but for the same reason I'd like to refresh the issue.

Most Source Substances still do not contain "Rotate 90 degrees" option. The way my team for example operates requires a lot of texture tweaking and applying the same texture for different models, and the same model with different textures. It's extremely annoying to have to work with the models UVs every time we want to apply a different texture, because some tiles go up, and others go sideways rather arbitrarily - some materials even have a slight slant to them for no apparent reason, but to the pain of the artist.

Some substances in source already have the 90 degree option, as it is rather easy to implement, but not all. This wouldn't even be an issue if all the materials were released with an .sbs...
I find that this feature would be both immensily powerful and a simple way to make your service better.

Painter already appears to triangulate mesh on import.
When you work in your 3d package of choosing, and export a quad mesh from there to use in both destination engine and painter, the two destinations can triangulate the mesh differently. This leads to inconsistent outcomes from painter texture outputs.
It would be handy if when exporting your project from painter you could choose to export out the painter-triangulated mesh also. Quixel for instance already does this for the exact same reasons.
I understand that many choose to triangulate the mesh on export from their 3d package, but there are merits to both workflows and being able to select would benefit the userbase.

Today I developed a slight problem with the heavily used X key. It now inverts height channel, not grayscale as intended and described in the shortcut settings panel. Is this a feature of the program I have accidentally activated, and how do I undo this?

So, I dun messed up and accidentally drag-dropped "freshnelranges" from the shelf into the viewport. Now my viewport colors and black/white balance is all wonky, and I have no idea how to undo this. Send help!

Edit: It only seems to affect one layer, so I'll be able to circumvent the problem for now. However, for future reference I'd love to know what is it that I did and how does one backtrack it.

I was wondering if it's possible to export packages from Unity with dependencies appropriately packaging the SBSARs with the materials. To me it seems it "forgets" to include the substances, while shipping off empty materials with the model.

Any ideas for workarounds welcome!

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