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Messages - Christoph Werner 0

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1
All is fine. I figured out how to bake the mentioned maps.
I suggest everyone to use the baker in Substance Designer.

Thank you

2
Thank you for your answer Volker, but SD seems to bake 4k maps, only.
Is there a way to bake a 8k map, too?

3
Hi. Some questions:

1. Is there a way to bake displacement maps from a high poly mesh in Substance Painter?
I know how to do convert a normal map to a displacement map in Substance Designer, but the quality there can't and is not what I need.

2. Is there a way to bake color maps from external high poly models?
I've photogrammetry models with color textures and would like to use SP to bake the colors to retopologized low poly meshes.

Best wishes
Chris

4
This problem is getting me crazy too.

Flipping normals can be workarounded by using an adjustment layer, but this is ugly.

A global option to switch between DirectX and OpenGL normals is really important!

5
For everyone who needs a workaround until the windows ink will be hopefully removed:

1. Go to the wacom settings and create a custom application setup for substance painter.
2. Acticate the windows ink functionalily just for substance painter in the projection area.
3. To deactivate the windows ink animation and cursor see the attached image.

Works for me for now.

6
Can't believe windows ink must be activated. I think about moving back to the previous version...
Allegorithmic: Please remove windows ink dependence asap!


I've found a temporary solution. See my post below...

7
Substance PainterSubstance Painter - Showcase - Darktrooper 2013
 on: November 11, 2019, 04:45:16 pm 






The story
A small escape pod makes its way through space. Just escaped a battle in which his mother ship, the “Arc Hammer” was destroyed. Inside a high-ranking officer with secret documents for a combat suit that will change the future of the galaxy. On the documents the letters “Darktrooper 2013″…

Background
Mid of 2019 I’ve received an e-mail inqiery to create a cg charakter for a private person.

I was sceptical, because I get a lot of this kind of e-mails regularly. The most requests come from individuals who underrate the work and aren’t able to finance such a project.

People are spoiled with high end computer graphics every day today, but they don’t really know how much work it still needs to create cg on a movie level. And let be honest: everyone wants a high quality char like in the cinema?

But this situation was different. My client knew, it became time consuming and we agreed on a good price. Additionally I love the Star Wars universe since I was a child and this project was a great way to show my computer graphics competence to the public. In the end I’ve invested more time than needed into this project but it was worth it.

Used apps and their tasks
The most parts of this project were created in Blender 2.8, but Substance Painter was used to create all material textures. I’ve prepared the following list of all the applications, I’ve used for this project:

Blender
  • Final hard surface modeling
  • Additional sculpting
  • UVs (UVpackmaster Addon)
  • Materials
  • Rigging (Rigify Addon)
  • Rigid body simulation
  • Landscape, rocks and trees (Sapling Tree Addon)
  • Final Compositing

3D-Coat
  • Conceptional sculpting
  • Pre-retopology for final hardsurface modeling in Blender

Substance Painter
  • Texturing

Marvelous Designer
  • Cloth simulation


The whole article
If you like, you can visit my website for an in detail blog article I wrote about this project with a lot of more infos, how I did it. Click here to: read the article.

Insight video

8
Hi. I would like to know which drivers you are using, too.

I've the same same issue with my GeForce 1080 Ti.
I have a scanned object with around 1.4 Mio vertices and the brush stroke refresh needs around 3-6 seconds to appear, even at a 128 pixels texture resolution.

No possible to work with such a refresh rate. Thank you for any tips.

Best wishes
Chris

9
Thank you a lot for this hint!
 :)

10
This is an extremely useful Plugin. I don't understand why Allegorithmic hasn't implemented such a feature, by default.
Exporting Atlas maps based on multiple materials are something that we need every day.

Thank you for the hint!
 :)

11
Too bad.
OK, then see this as a feature request, please.

Thank you

12
Hi there.

I would like to set a brush center point, to see where my pen tip is located. Is this possible in Substance Painter?

See my example what I need. I know this from 3D Coat and it's very handy, especially if you are working with big brushes.

Thank you
Chris


13
This must be a joke... right? Backface culling is a life saver and fundamental when using Polygon Fill.

14
Now I understood how it work to pick a color...

What I didn't knew: I have to "drag" the color picker to pick a color on any open app on my monitors.
The problem was I've not dragged it... Now all works fine so far.

15
I've two monitors too, and I'm using the same workflow with references on the second monitor for a long time.

But, thank you. I've posted my proposal here:
https://allegorithmic.uservoice.com/forums/261284-substance-painter/suggestions/37140289-palette-window-proposal-with-image-example

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