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Messages - jamesjwgallagher

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So I'm getting a bad tiling effect on my roughness map when I put it into UE4, any thoughts on how to deal with that?

Thanks justaviking and Jonny10! This is exactly the advice I needed, I knew something was missing. Very much appreciated.

Hello, I've been a long time lurker / wannabe substance designer. After countless months of tutorials and trying to wrap my head around substances I've finally started trying to make some and was wondering if I could get some tips?

I made a simple wood floor but something seems off. The joints between boards are super dark and I'm not sure how to make them better. I tried a blur and it helped a bit but they still seem very strong. Also the tiling seems off every eighth board vertically.

For my normals I took the grain pattern and blurred it way out to give a bit of a wave to the wood, it worked out pretty well I think. There's also a polish slider that turned out okay, for a first timer anyways.

I have to artistic background but I'm hoping you guys can point me in the right direction. Thanks!

Direct Links:

Just in case somebody else has this problem, I found if I select all my meshes I Want equalized and put a MapScaler modifier on them I can adjust the texel density to suit!

Hello, I'm having some trouble with B2M in 3ds Max. I've searched everywhere I could think for solutions but came up with nothing. My outputs are extremely fuzzy when using B2M (both B2M 2 and B2M 3 *.sbsar). Has anyone experienced this and/or have a solution?

Apologies if I'm missing something easy, I'm fairly new to the digital art world.

Thanks for the help.

Now I get it, I thought I had to open B2M standalone, export a sbsar and go from there.

Thanks Wes, and Jeremie. I owe you guys.

Thanks Jeremie Noguer, do you know how to get the *.sbsar file exported from B2M3? I've updated it, tried on both mac and windows, and tried all the sbsar options when I export (Reference only and both embedded options).

Thanks again.

Thanks for the reply gelbuilding. I'm certain it's something as easy as as a button im missing. I'll have to go through the 3DS tutorial series again and see if I missed something.

Hi, I've been seeing that recently B2M3 Indie was changed to allow us to export a *.sbsar file, but I'm having trouble finding out how to do it exactly.

What is the recommended workflow otherwise if I wanted to create a substance for 3DS max? Do I export the bitmaps then make a *.sbsar file in Substance Designer? I'm fairly new to this whole business and trying to wrap my head around it still.

Hello, I'm new to this whole community and art form. I've hit a major road block for the last couple weeks and was hoping for some help, or clarification. I apologize if this has been asked before, I've been searching around for days, maybe I'm phrasing it wrong in my queries. (I've also asked in CGArchitects, but this seems like a more appropriate place)

I've created a simple room in 3DS max,  some walls, and two floor types.

I've unwrapped the UVWs, and made sure they fit inside the 0 - 1 box.

Now when I put it into the UE4 and apply a substance to all the surfaces they're all a different size.

I under stand WHY this is happening, the material has to spread out over more space, but I don't know how to fix it. The only solution I can think of is to render a UVW template, make an image with the tiles in proportion and then use that image. That doesn't seem like a viable option when using Substance Designer though. Maybe I'm hoping for a magic 'scale down' button, or maybe I'm missing something really easy.

I've tried importing my walls into Substance Designer Indie as well, but it shows the same thing, a couple giant tiles.   

Again, I apologize if this is a common question. I've watched dozens of tutorials for UVW unwrapping, and the Substance Designer 4 tutorials on youtube but I just seem to be missing something. Thanks for the help.

James G

EDIT: I did find a material transform that seemed to do the trick, but I lot a LOT of detail, it made it quite a blurry mess. Am I at least heading in the right direction?

Hello, the Substance programs have caught my eye recently. I'm trying to learn how to import Revit models into UE4 through 3DS Max. I'm having no problem importing my static meshes but I'm almost at the end of my rope with textures/materials and was curious if substance would help. (or if not, does anyone have any other solutions?)

The workflow requires you to unwrap UVWs in 3DS before taking them into UE4. My main problem is trying to get the materials lined up and on the same scale in 3DS after unwrapping the UVWs. When I happen to finally get that all sorted out and import my textures in UE4, the materials look awful.

Would I be able to unwrap my UVWs in 3DS, bring them into UE4 and use the Substance tools to do all my materials, scaling, etc.?

Apologies if this question isn't very clear, and thank you in advance for your help.

James G

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