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Messages - Chybsik

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that worked, guess it really was  just a typo  😅
thank you

I have a personal account. Just checked and I can log in with Mozilla, though I would like to stick with my preferable Chrome.
I use Windows 10, tried to log in on my android phone and problem is the same
here is the log:

On a have type1 account, but i registered my substance and adobe accounts before adobe acquisition and im not sure accounts merged or something

Thank you

Content - Substance Source - cannot login to substance source
 on: February 22, 2021, 07:01:54 pm 
I click on login button, write email and password, click login, dialog window closes and nothing happens, login button remains the same on site
but looks like i can login in other services with this account just fine

Substance PainterSubstance Painter - Discussions - can i delete autosaves?
 on: November 18, 2018, 03:12:42 pm 
it might be a dumb question, but can i delete autosaves of my project, they're really large?

Substance PainterSubstance Painter - Discussions - Re: GPU for baking
 on: November 03, 2018, 08:13:47 pm 
its strange because when im baking maps my gpu is almost in idle state. Is there a problem or baker uses gpu just a little?

Substance PainterSubstance Painter - Discussions - GPU for baking
 on: November 01, 2018, 08:34:21 pm 
Does substance painter uses gpu for baking normal maps, curvature, etc?

thanks for the answer, Vincent  :D

so, to clarify, should i buy 6gb version instead of additional ram?

I understand it, because of it im asking this question. If video memory is not so necessary in SD then i will save some money buying 3gb version

Im about to buy gtx 1060 and wonder which is better: with 3gb of memory or with 6gb. Should i buy 3gb version and some ram or just 6gb will be better?
P.S. i already have 16gb

Thanks for the answer :)

it's preferable in gamedev to use hard edges as far as i know (i think cause of normal map compression). I personally dont experience any problems with UVs (in Blender you have awesome features like Average islands(ctrl+A) and Pack islands(ctrl+P) )

You stiil have artifacts on non metallic surface though its not so obvious. I dont think its good idea to make object without hard edges. I suggest you to look for some baking tutorials.
Here's some advices:
1. Leave some space between uv islands
2. Turn on average normals in baking settings (it might require additional cuts on your low poly model near hard edges so details wont distort)

Does multiple identical nodes slow down rendering and use more memory? And if that so should i connect everything to one node or there is another solution?

ha, interesting solution, i might use this in future, thanks

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