Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - david.kemp.webb_1

Pages: [1] 2
Called it, now you are taking away our ability to pay maintenance presumably because adobe made you or because people aren't paying maintenance because you haven't innovated in years, there are still massive flaws that should have been fixed years ago, but instead you focus on nothing updates that tweak a few UI quality of life things. I'm done with substance. Lies and lack of effort, that's all it became. You had such a diamond and you ruined it. I would advise anyone to move to quixel or the like. If you are using blender check out the bake wrangler addon and use it with quixel instead of this disaster.

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.

Okay so it is being addressed? Is there a rough ETA on when it will be implemented?

Also just in my opinion the SD Curvature from mesh could use the addition of being more customizable similar to xNormal even if it was just put in an advanced dropdown. As it still suffers from crossing seams:

Guess I will be using xNormal until it is fixed
Thanks for your help :)

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

Oh wow, never would have expected something like that would cause it, thank you so much. Also I found out that the shading errors in the textures were from the curvature map, but I will make a new question for that problem haha, thanks again :)

Thank you so much :)

Is this what you mean? I have it set to RGB32F on the normal channel?

The error is there even without any normal data, I added the fill layer to show it better, Here are all the files with screenshots of the artifacts:

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 - Re: Seams
 on: November 18, 2017, 05:26:51 pm 
I can't add support loops, it is for a game so I can't change the polycount, I am using blender, and here is a screenshot of the offending article :P

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

You have 2 options, delid the processor at a small risk of breaking it, or buy a better cooler.
I have the same chip and it runs at 70 under full load with a noctua nh-d15.

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.

Pages: [1] 2