Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - johnny9ball

Pages: [1] 2
Substance PainterSubstance Painter - Showcase - Rusted Box
 on: July 02, 2015, 06:03:47 am 
Complete re-texture of my rusted box for practice and fun.

Maybe I am doing something wrong when it comes to transparency in Unity.

I'm testing the monthly drop "Dirty Glass" smart material and when I export to Unity the dirt is transparent while the Glass base is opaque. It seams reversed shouldn't the dirt be non or less transparent and the glass transparent. I'm not exactly sure as to why it looks reversed.

Can we embed Marmoset viewer .mview files iframe perhaps? Or can we have the ability to load into threads marmoset viewer .mview files?


Hi the viewer channels are mixed up. I am using PBR. Modeled in Maya surfaced in Substance Painter. With Normal, Albedo, Roughness, Metal, maps. I put all the maps in the correct slots with the correct settings and it looks great but the viewer "Layer View" is incorrect the Reflectivity and Albedo maps are reversed/named incorrectly and the Reflectivity should be called Metalness. The Topology contains normal data.

Am I doing something wrong? I included the viewer export at artstation for you to look at. Thanks for helping.

I need to export 512k 1k and 2k maps from a single mesh. With different names. It would be great if I could batch export after setting up the export properties. As it is right now it takes a lot of clicking to get this done.

What I mean is like creating a curvature map from the normal map in painter. This allows for a lot of effects to be applied after adding normal data to a curvature map in painter. I should be able to select "From" Normal map in the curvature baker like I can in SD.

Currently I export the normal map and in SD create the curvature map then re-import into painter. But if I could bake or Better even if I could Link the normal map to the curvature map.

Example pic of normal map in painter driving the metal edge wear generator.

I added some SBS PRB Material files but they dont show up in the PBR materials section unless i search for the specific name. Oopse this is a SD question.

I cant figure out a solution or even if its possible.

Is it possible to remove the seam from a generator? I tried quite a few different things and I cant seam to remove the seam from the generator. Would it be possible if we have tri-planar available on the generator or mask?

Substance PainterSubstance Painter - Showcase - Brown Paper Bag!
 on: May 19, 2015, 03:29:47 pm 
I know I know boring brown Paper bag well I'm giving the Smart Material away have fun. That classic brown paper bag look with pleats. You can adjust the pleats with the UV offset in the last layer. Made with 100% real recycled brown paper.

I'm probably just doing something wrong but I can't see what it is. I have a wood Log got it looking good in SP. Export the maps into unity and the specular map creates a whitish haze all over the log. As you can see on the right. Using the standard (specular setup) shader. I used the settings that Wes gave here for the adjustments.

If I turn off the specular map and reduce the specular color to black and turn down the smoothness it looks closer to SP. I would like to be able to use the specular map but maybe in just doing something wrong as the specular map just seams to make it look worse.

Substance PainterSubstance Painter - Feature Requests - File Export
 on: February 01, 2015, 02:31:40 am 
On Exporting the Default Channels + Normal is not in the configuration list so in order to create custom naming for the exported files I have to recreate it as a custom configuration. It would be really nice to have it in the configuration list so I can just rename the outputs for it.

Having some problems. With SP 1.1.1 latest version, and The Surface Pro 2. Using A Base color map and Height map and a Roughness map in stencil mode, it only show the base color. It doesn't show any height or roughness information when or after painting. When I save the project file and load it to my main rig the height and roughness information show on the object and in the channels where on the Surface Pro 2 it does not show height or roughness in the channel view and in the material view. Its just blank on the Surface Pro but after I open the project folder on my main rig the data has been painted in those channels.

I loaded a different project where I painted with stencils and also used materials on my main rig, and the Surface Pro 2 does not show the Height and Roughness channels even I know they are there. It shows the height and Roughness channels for the Material I applied but the Stencil does not show it.

Upon further testing loading the project file from the other computer with the height channel viewable and saved with the height channel open only in solo view. The Surface Pro 2 initially shows the height information then the height channel goes blank after the red bar finishes loading.

I can paint in the height and roughness channels without a stencil on the Surface Pro 2 and they show up fine in the channel view and in the material view.

Bitmap 2 material 3 has no problems showing all the various channels.

For some reason the height and roughness stencil channels are having some problems being displayed on the Surface Pro 2. I will try a earlier version of Substance Painter, and see if its the same.

I'm using the latest Intel HD Drivers

I was reading here and hopeful I surface Pro 2 would be fine for running Substance Painter. SO I bought one. Wes even said that HD4000+ is supported.

I installed the latest Intel HD 4400 Drivers (10/3/2014 and everything works but Substance Painter It crashes outright every time I try it. V1.1.1 Via Steam.                                 

I turned on all the performance options available for the HD4400 and put the laptop in performance mode.

All other programs work but the one I really want/need and that's Substance Painter.

When I export the maps in V1.0 they don't look clean at all they look really messy although they map correctly. It looks like a complete mess. Although they do map correctly there is something wrong here.

I cant send this to anyone for review or display them in a thumbnail for sale in the unity store cause people will think the UV's are a complete mess.

I have tried PNG, JPG, BMP, TGA, and they all export the same. All the exported channels have the same messy look to them. Gloss, Diff, Normal, ext.... Completely separate projects give the same results.

Substance PainterSubstance Painter - Showcase - Game Ready Multi use Box.
 on: October 21, 2014, 04:56:06 am 
Game Ready Multi-Textured Box.

Modeled in Maya LT.

Textured in Substance Painter. Rendered with PBR Shader Diffuse, Height, Metal, Roughness, Channels.

Multiple textures and surfaces for different situations.

Textures: Equipment, Ammunition, Medical Supplies, Guns, Rations, Explosives, BioHazard, Beer, Radiation, Weapons, Grenades.

Surfaces: Metal box, Brown box, Green box, Rusted Metal box, Rusted Brown box, Rusted Green box.

788 Polygons

1552 Tris

View Additional Surfacing and Texturing here --->

Pages: [1] 2