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Messages - o.chabrand89

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that would make the painter file really heavy, and its already very very heavy. Deleting files that you are still using is just bad idea in general.....

great suggestions! I often get lost in the long list of attributes and this would possibly fix that.

and i was also wandering if i could use the spherical projection as a cylindrical one to texture the round legs on my table
i am not happy with the results triplaner gives me on my table's round legs (there is an area where the wood pattern forms an angled square which does not happen with real wood)

I would be very happy to see a cylindrical projection as well!  spherical and planar are awesome, but I would think cylindrical is even more useful! thanks

SubstanceSubstance - Discussions - Re: softimage mental ray
 on: June 20, 2019, 09:00:54 pm 
it'll read the textures, but you'll have to do a lot of tweaking to get  the material to look like in Painter.
Mental Ray 2015 is not PBR as far as I know.
I am currently in a similar project using Renderman 17 (2015 ish)which is also not PBR. I use Painter quite a lot, I just dont expect the materials to match exactly (especially roughness/glossiness)

I'm trying to recreate the spot pattern of this amazing sea creature called the Oarfish.  The spots seem are not entirely random, and I am having a hard time just using something like tile random/sampler to get this effect.  Sorry for the low quality images, finding good reference has been a challenge.

Ive come up with something but its not great, and I have seen people come up with amazing/unusual ideas on this forusm so I thought I'd give it a shot!

What I would like to recreate in particular is that the spots are not overlapping, there is somewhat even spacing between them  and they seem to be arranged by size (hard to explain, but you can see the very large/long spots are far from each other, then there is medium sized spots, and then little ones all over the place filling up all the empty space)
They also don't seem to be completely random, almost like there is a vertical alignment to them if you get what I mean?

I'd love to see how differently people tackle this pattern! (and learn!)

not sure if I follow you 100% but would you by chance find it useful to set "$" tags in your export preset? for example having it say $project_normalMap that way your texture exports as "dragon_normalMap" (if your save file name is "dragon" for example).
This way the same export preset works in many projects and you don't have to rename it every time

Now that you have the resources of Adobe have you considered making a 3D modeling and Sculpting tool? Autodesk could use some competition.

Now that we are in Adobe, we can definitely expand the scope of what we can do  ;)

someone seriously needs to give Zbrush a run for their money. It's a great piece of software but it seems like its been a decade since they stopped listening to what the xfx/tv/game industry actually want to see added or improved upon....

A stitch filter will be included in the next release of Substance Painter.


I saw a video of a seam being built in the UV Editor window, but they did not make clear precicely what they were doing to achieve it.

Any chance you remember where you saw that and link it? I don't remember seeing that but it sounds cool!

yeah I am not sure if there is an easy way to have a material show stitching in a particular are of a model all by itself (it would probably requrie going into Designer and doing something fancy and overly complicated).
My guess is that for stitching your best bet is still using Painter and having some sort of custom stitching brush with a steady stroke applied to it and doing it manually.
Either that or having your uvs line up with the stitch in your material, but that also sounds overly complicated.

There might be a way to bake the stitch material into a Painter brush and painting that instead?

Hello All!
 " What you crate in an Adobe product is automaticaly become an Adobe product" I

That is outrageously untrue and honestly, I'm surprised anyone would believe such obvious falsehoods. If Adobe could claim that then every Disney Movie would be paying royalties to Adobe because Adobe would own every movie they made.
Basically, no that's not true and anyone that told you that is either playing you for a fool or a fool themselves.

Substance Alchemist - Discussions - Nvidia AI UpResing?
 on: March 22, 2019, 05:58:21 pm 
I vaguely remember seeing one of the earlier demos of substance alchemist showing the impressive ability to "magically" up-res an image many times, using A.I. algorithms.  I noticed its not currently in the software, is it? I hope it is still planned to be added later on, it certainly looked very useful!

Substance Alchemist - Discussions - first impressions
 on: March 20, 2019, 02:01:37 am 
got my hand on Alchemist today, and I'm super excited! so far it seems really cool.
I can't help but make some comparisons to Quixel Mixer 2019, and while I can totally see myself liking alchemist a lot more (and using it more) there are a couple of little things I really like in Quixel that I'm wondering why are they missing in Alchemist (unless I'm missing the point?)

So in Quixel Mixer, you have this really nice and simple "noise" layers. It essentially feels like using Designer but in a simpler layer-based workflow. See the following video:

Now personally, I can see why Designer would do this but better, but I kinda see Alchemist as an easy way to open up some of the power of Designer but to all the artists who don't have the time or temperament to learn the fairly complicated node based workflow it uses.
Is there a way to do something like this in Alchemist,  is it planned, or is it not really in the roadmap since Designer already does all this so well?

Or could I just simply make a "noise filter" in Designer and import it into Alchemist as a custom filter (have not really explored this functionality yet!). I suspect I can, yet I don't see why this would not be included as a standard layer in alchemist.

Thanks for the hard work, Alchemist is blowing my mind so far!

Hello there,
Lately playing with Quixel Mixer I noticed they have this super nice feature where it lets your preview the tiling of your substance by toggling an "infinite" preview plane
you can see them use this feature in the following video

You can already increase the tiling of your material under material properties, but the geo plane stays the same... I think it would be cool to simply tile the preview geo itself!

Small thing as there are workarounds, still I just thought I'd throw the idea out there. Thanks!

I've recently been playing with the Quixel Mixer Beta. I believe Alchemist and Mixer are trying to achieve something similar... I have to say, after using Mixer I am so psyched to try out Substance Alchemist! I think it might be the next big thing!   :D

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