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Messages - MarkTAVF

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1
Quite a workflow you have there. Whats keeping you from generating all the UVs in Rizom? There are plenty of options to generate UVs for unimportant elements quickly.

Hi Volker,

It is! haha. It seems far quicker to do screws and small high poly mesh objects in substance strangely. If I'm going to Substance anyway, why not use the tools (that's my thinking anyway) :) If Substance could set up directional textures on box(ish) shaped meshes (going vertically and horizontally only), that would be the gold!

I just find it strange that it isn't supposed to change any existing UV's...unless it feels that it has run out of space in the tile maybe?

Thanks,
Mark

2
Hi,

I have set up a workflow where my main UVs are set up before import to Substance Painter, and then I use SP to create the others which don't need directional textures etc. This is great, but sometimes SP changes the angles of a few islands that are already UV'd (even when generate only missing data is active). I then need to create new layers to take these off angle islands into account. Could this be looked at, where somehow square shaped islands stay vertical or horizontal?





Thanks,
Mark

3
Hi All,

I'm just having a play with the new Vray Mtl settings on my latest project...

Now firstly, I absolutely love this addition and also the export options...brilliant time saving. Something I've been hoping to see for a looooong time :)

One question though...I have come across the need to use transparency (in this case, to try and see through part of my model whilst painting it). I set up an opacity channel, added a glass material, set the opacity to 0... but nothing was working to get transparency. Can anyone tell me how/if this is possible with the new Vray Mtl Roughness/Metal settings.

Thanks, Mark

5
That's great, thanks.

I have 97 Substance Source Points. Are these attached to my account or the subscription? Will I lose these?

6
Hi Jeremie,

Thanks for your reply. I presume that the Annual Maintenance will be activated as quickly as it is to purchase the monthly subscription? I'm just wondering when to look at setting up the new license, so I don't lose time or have a gap in use.

Thanks

7
Hi,

Do I need to cancel my existing license when moving from Monthly to Annual plans? I don't want to get either a gap in my use  of the software, or two overlapping licenses. Is it possible to just switch the current plan?

8
Hi Froyok,

I've sorted it! It was the 'Relative to Bounding Box' check box in the Bake mesh maps section. I unchecked it and it corrected the problem. From then nothing came through to the outside.

Thanks for your reply though!
Mark

9
Hi All,

Any thoughts why I may be getting artifacts appearing when baking the normal map of my model? Also I hope that I can fix this in some way, whether in C4d or Painter?

Substance Painter


C4d


Any input really appreciated. Thanks

Mark

Just as a quick update, I've noticed that it coincides with other cut in holes on the model...but I still hope for a solution if possible!

10
Thanks for your reply Volker.

Wow, really? That could be a very handy addition to the software as I've done a quick pack of the parts in Rizom, and don't know where everything is on the UV.

Thanks very much

11
Hi all,

I believe that this exists but can anyone tell me how to only select front facing polygons when I'm masking? I only want to paint on one side of a mesh, but it selects right through.

Thanks,

Mark

12
I have just played around with the anti aliasing settings with the ID map and that has cleaned it up!

13
Hi All,

I've just exported two versions of a model
- one with one material (set as main model for import to painter)
- the second to set up the baked maps -added to high def maps- with multiple materials (differing colours set up in C4D)

I've selected Match by mesh name and ID colour source > Material Color.

I've then baked the textures and get problems with white areas around the edges of the model as attached. Any ideas what I may need to do to get clean material ID selections?





Thanks very much
Mark

14
Brilliant, I've just given it a go and got it working...but not all of the inputs can go somewhere (when looking at a car paint substance with flakes). Is it a case of get a best match with a V-ray material type?

Thanks
Mark

15
Hi all,

Is there a way to render sbsar material files through C4Ds Substance Asset manager, with Vray renderer? I would guess not, as these come out white when rendered, but just wanted to ask the question. I presume I would need to export the channels in Designer first, and bring them in in a Vray material?

Thanks,
Mark

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