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Topics - david.kemp.webb_1

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Hey not trying to start an argument or anything, just trying to voice how I feel. The majority of people bought a full license, and then substance changed business models where we have to pay for a year of maintenance, which is absolutely fine, but we were told this business model was being added to give allegorithmic more incentive to add amazing new features and really do something special. It seems like the majority of what we have had so far is UI overhauls and stuff that other businesses would push for free, and fixes for things that were broken before the business model was even in place. I understand i'm not obligated to buy the maintenance if i'm not happy, but I love Substance so much and I want the best for it. I guess my main problem is there is so much that can be improved with substance and it isn't being addressed, e.g,22976.msg90783.html#msg90783 the curvature baker is a lot worse than free software (xNormal). Should that be expected of premium software? Especially when the curvature map is integral to edgewear which is one of painters main selling points.
Again really not trying to upset anyone or start any trouble. Just upset that one of my favorite pieces of software isn't doing as well as it could be.

Hey guys, Okay this one is a biggie for me. This has been ruining my workflow since I first started using SP. Unless I am missing something, this is a massive flaw in one of the fundamental of substance painter.

So if you have a cube and you bake a curvature map, it all works as expected, the edges are all marked for metal edgewear or such. So now if we bevel those edges with 1 segment, anywhere there are UV seams the curvature map can't cross and edgewear has a horrible break in it. This is to be expected due to SP generating curvature from normal maps. I have done testing with xNormal curvature maps, and it perfectly crosses seams and works amazingly when imported as a mesh map. So SP needs to have a better curvature baker or at least an option to generate it from the mesh as a whole like xNormal does, One of SP's core foundations is the ability to reliably create edgewear.

I am linking my test piece with example screen shots and xNormal bake:

I really hope I'm wrong and I'm just missing something, but I really don't want to be doing all my bakes in SP and then 1 from elsewhere, this is the last hurdle I have in an otherwise perfect workflow :)

Thanks guys I will be over the moon if this could be fixed :D Love you guys

Heya I'm having some trouble with seams in SP, This is just a sample project but the vertex normals are all aligned, and I am only having this problem in SP. You would expect as the two triangles have aligned normals that they would equate to a flat face and there would be no shading errors, however even without a normal map seams have a horrible shading error.
There is no normal applied to this, just a blank fill layer.

This is what it looks like in substance painter:

This is what the uvs and vnormals look like:

This is what it looks like an marmoset... or any other viewer

It would be fine if it were just a viewer issue, but the maps bake incorrectly because of it.

Substance PainterSubstance Painter - Technical Support - Seams
 on: November 18, 2017, 01:08:58 pm 
Heya can anyone help, I have been trying to get seamless textures for so long now but I always end up with harsh lines, I am using Tri-planar but it never seems to work on seams, also whenever I do any type of generator for edge wear I always get this sort of result:

I don't understand how this happens, Im guessing it is a problem with the curvature map, from a post I read on here the curvature is generated from the normal, one of the devs said they were working on fixing it, but that was years ago.

So are we always going to have seams in our curvature maps or is there a way to generate the curvature from the hp mesh.

Im so confused and i'm losing my mind :P please help.

Just wondering what the point of allowing a cage is, if it stops you using match by mesh. It seems like a very basic thing that should have been added a long time ago.

Back in 2015 one of your employees said this would be implemented soon:

Edit: Nevermind lol it works from a single cage file... sorry

SubstanceSubstance - Purchases & Licenses - No license
 on: June 29, 2017, 07:57:43 am 
Hey, I have no download link for substance designer 2017

Thanks in advance

SubstanceSubstance - Purchases & Licenses - Consecutive Months?
 on: June 29, 2017, 07:34:57 am 
Why on earth would you do this? Such terrible business practice, you are punishing people that might have financial problems for a month or two, especially when you sell an indy version... I already have definitive licenses, but I feel sorry for people who haven't. This is the first problem I have ever had with allegorithmic, makes me sad :(

And also does the $75 a year cover painter and designer?

It seems by "is getting simpler" means spending a lot more and more complicated.

p.s love you guys sorry about the rant.

Substance PainterSubstance Painter - Discussions - Blending Materials
 on: May 01, 2017, 07:42:09 am 
Hey guys, I have 2 materials, and I want them not to blend the normal or the height channels,
so at the moment I am setting both channels to "replace", but then if i change to opacity to control
height it starts blending them again... is there a way to stop this?

Hey does anyone know if it's possible to set up a graph in SD, so when it is published to SP I could paint on a layer and have it be a mask inside the graph. I don't know how to word that better lol

Thanks in advance.

Substance DesignerSubstance Designer - Discussions - Input Detect
 on: July 10, 2016, 02:22:13 am 
Heya, I am trying to create a utility node that has a changeable solid color (with a set default color) from an input parameter, which is replaced with a texture if one is connected.

Could anyone point me to a tutorial or post some screenshots of how to do it?

Thanks in advance  :D

A nice simple feature request here, would it be possible to make it similar to UE4 where if you drag a pin off into empty space it opens the space bar menu? I find it much quicker in UE4 than substance.

Keep up the great work guys  :D

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