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Messages - Corthus

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Hello :)

I have a little problem and a question... Ive create my smart material in substance designer and the import it with substance unreal plugin into game engine, and here its the tricky part, there is any options to set this smart materials into world alignment without loosing possibility (export to 2d texture) to change expose parameters of this materials in any time? Like on this video>.

I try to create a modular house combined from 3 element, but the tiled texture left visible seems, and i don't know how to get rid of it... :/

Everything in my project is baked in 2048/2048. And my stamp is baked in 4096x4096. I discovered something. Some time ago i created different stamp for SP and its look a bit different compare to the current stamp which i want use in my current project. When i put the old one into my project and use it on wall looks good (looks like sinking into wall).

And here is how the old one looks like compare to the new one.The one on the right looks more colorful and looks good in SP, why? Both stamps are was baked in SP. :(

The one on the right looks more colorful and looks good in SP, why? Both stamps are was baked in SP. :(

Here is the how the old one looks like stamped on the wall.

Hello everyone. I have a problem. When i try use a normal stamp (predefined in substance painter) everything looks perfect. But when i create my own and try to use them its look lik someone set visibility in a half compared to existing stamp in SP. What am I doing wrong?

To bake normal stamp i use substance painter, then export normal map and edit in Photoshop, where i get rid of unused space on map and left only my hard surface shape. In the next step i import edited stamp into SP and use it on new layer after turning everything of except normal map.

Here is how it's look like:

On he top is my hard surface stamp.
On the bottom its predefined stamp from SP.

Hello everyone :)

I have a weird problem.  I Want to try bake, ID map in substance painter, and after baking i've got this effect...

Got some weird difference between colors. Blur, in some places color go further than should be, in some places disappear. This cause problem when i want to use color selection.

I try adjust output LVL, Hardness and Tolerance but it did not give the intended effect.

When i bake ID map i have Antyaliasing set to 0.

And i dunno how to repair this... :( Where the problem is? It's normal map, or i do something wrong during baking?

Here is my UV map:

Sorry for replying so late. I found a solution. The problem of the screen two and three has a badly saved fbx file. Turbosmooth for some reason wont apply on this two meshes. Idk why. Before export just simply colapse turbosmooth on all meshes to edipoly and export then.

The problem with overlapping normal just solved by change setting in baker. Max frontal distance and Max rear distance to 0.003 (both) and problem was solved.

But there is another question. Why when i bake one single mesh is set on 0.07 but when i try to bake multiple meshes at once and must downsize this parameters to 0.003? It's something with scale ore something? I try figure out how ray trace in this case work (matching by name). It's something like the render cage in 3ds max?

Hello There 🙂 I’m trying to learn, how to use baking option in substance painter and i've been struggling with some problem, which i can’t solve 😕

I try bake normal map for multiple objects in on scene with using baking by Mesh Name. And i got some overlapping and strange looking normal map on my objects 😞. I export both l_pol and h_poly objects (separately, not as one object) into two different .fbx file ( _low.fbx with all lpoly objects in int and _high.fbx with all hpoly objects into it).

I have tried everything: double checking lowpoly models name and his suffix, or adding high definition meshes as separately object not as one .fbx file and trying bake normal with cage. Everything is perfect align before export. But the problem is still there 😕

Like on the screens:
Strange overlapping normal

On this screen model looks like substance painter remove smoothing groups.

On this model i don't even know what happened 😕

Some objects after bake in this scene looks almost perfect, but also have some errors. The rest looks like on screens.

I must mention that if i take only one, not a few objects, put it into painter and bake a normal map, there is everything perfect, like on the screen below:
(sorry for the res)

Here are my settings:

I must mention if i set the Max and Min distance in settings to something 0.005 few model from the whole scen looks good but the problem stays with that weird edges on the models form screen two and three :(

Here is how the model with overlapping normal from screen looks like when i set Max and Min distance to 0.005 but still got some baking errors:

My low poly meshes:

High poly:


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