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Messages - conradsly

Pages: 1 ... 5 6 [7]
Thanks for the heads up Fabian.

I noticed in the Substance in Unreal Engine 4 tutorials, when Wes baked his maps out of SP they didnt have the same dilation that mine seem to have. Was this dilation feature added after the videos were made? What are the potential downsides to the dilation other than it can be a little hard to read?

unrelated, but it seems every time i make a change to my profile, including a password change, it reverts back to my old password and name as soon as I logout :S

As always, thanks for the speedy response Fabian!

Just wondering if there is a diffusion option I might have missed when it comes to exporting maps out of SP. All of my maps exported out of SP are dilated, which is so hard on the eyes!

Substance PainterSubstance Painter - Discussions - Re: FBX Importing issue
 on: April 30, 2015, 08:21:58 am 
Thanks a everyone, really helpful!  :D

Substance PainterSubstance Painter - Technical Support - Minor display bug
 on: April 30, 2015, 08:19:32 am 
Having an issue with the quickmask "t" functions. The text that reads "quick mask" in the small grey box at the bottom of the 3d viewport turns to gibberish. It remains as gibberish until I restart, but the bug reoccurs as soon as I use the quickmask function. See attached image.

Another unrelated bug, sometimes my smart materials vanish without a trace until I restart the app.

I purchased Substance Designer 5 Indie a little while ago, which I now understand carries with it access to Substance Live, as I do own SP and B2M3 as well. However when I go to the Allegorithmic website and login to my account it says I don't have Substance Live on my account. Is this because I bought the software outright and don't require a monthly payment plan?

I'm a little confused about the whole thing and think that my account info should reflect what I have access to. Are these forums restricted to people who have a licence for Substance Live?

Substance PainterSubstance Painter - Discussions - Re: FBX Importing issue
 on: April 29, 2015, 12:12:16 pm 
Great, that worked guys, thanks for the tips! I had zeroed out the transforms previously, but only for the group. I applied the reset xform modifier to each piece and now it works properly :)

I do still wonder why this was only an issue in Substance Painter, and not in any other application  ???

Substance PainterSubstance Painter - Discussions - Re: FBX Importing issue
 on: April 29, 2015, 10:37:15 am 
Thanks, I'll give it a shot! Can you explain why the mesh appears differently in the 3 applications?

Substance PainterSubstance Painter - Discussions - FBX Importing issue
 on: April 29, 2015, 07:53:10 am 
Hello all,

I have been having an issue importing my FBX file into Substance Painter. I've been following the Allegorithmic Substance in Unreal Engine 4 tutorial by the ninja Wes, to the point at which I bring my meshes into Substance Painter. So I have exported a grouped FBX, and have baked maps from separated parts. It seems when I import my grouped mesh into Substance Painter, one of the pieces position is translated to the side. Every other application I bring this mesh into does not apply this position translation, including Substance Designer. Does anyone know why this is happening only in Substance Painter? Also when I exported the grouped mesh as an OBJ the position translation is not applied, so it must have something to do with the way I have exported the FBX. However I have other issues with the OBJ file, as the smoothing groups are royally boned in that format for reasons I also know not the answers to.

Any help would be greatly appreciated!

SubstanceSubstance - Discussions - Reflection channels
 on: November 25, 2014, 05:49:27 am 
hey everyone,

I had a thought today while I was bored at work. In front of me sat a pile of laminated flash cards, that had a rather interesting reflection gleaming on their surfaces. A spec of dust landed on my eyeball, which triggered me to close it. I then realized that the reflections on the flash cards were largely dependent on my dominant eye. Looking at the reflection with both eyes open yields a combination of two different reflections, one of which is slightly less blurry.

And so I was curious if anyone has thought of using multiple reflection channels for either specular or roughness maps to achieve the effect of a dominant eye? I often find that reflective surfaces look a too sharp in games so while I am an amateur SD user, maybe this is possible?

Thank you both, that clears things up!

I think I'll go with the pro version!

Not exactly sure about the difference between the pro and indie license, and was hoping someone could clear this up as I'm definitely interested in upgrading but unsure which package to go with. Right now I have the Indie license for Substance Designer, Painter, and B2M2. On the B2M3 licensing page, it says "Can I use Bitmap2Material in other products such as Unity, MODO, Maya, etc.?" 'Yes' for Pro, and 'No' for Indie. Does this mean that B2M3 Indie can't save out substance sbsar files? If it can't, couldn't you just save out your maps, bring them into Substance Designer, and then package it for 3dsMax or UE4 as a sbsar?

thanks for any help!

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