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Topics - Reece Williams 0

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Hi guys, I have some experience doing glass in Substance but not a lot. I'm using the Unreal Engine which has its own issues when doing glass, but I have that end hopefully sorted out.
The part I'm struggling with in Substance is getting dirt onto the glass. Ideally I want something very old looking with a layer of dust along the top. At the moment I'm testing with random grunge maps and a bit of painting but all that is happening is the colour of the glass is coming through heavily even though the colour of the dirt layer is set to replace.

If you take a look at the screenshot you can see I have a green tinted bottle, and the idea is to have dirt over the top that is fully opaque, and I have set base colour and opacity blending modes to replace. Which SHOULD ignore what is in the previous layer. And yet, it's causing this horrible green colour.

Is there any way to work around this? The only things I have found online are ways to change the roughness of the glass to make it look scratched up, but that is not really what I'm going for, I'm wanting a way to have a thick layer of dirt to the glass that you can't see through.

(hopefully my screenshot uploads, it's stuck in a perpetual "uploading file")

So I have a model that has been modelled in Maya. I'm not too familiar with Maya personally but the person that modelled it is very comfortable on the software whereas I'm more of a 3ds Max person.
I am getting very weird baking errors when baking normals on the Maya file that make zero sense to me. The high and low poly models are named _low and _high properly on each object, they are all aligned perfectly and zeroed to the world like they are supposed to and all edges are smoothed. I have been using substance painter a long time and all the settings for baking are all correct too, so as far as I can tell, no issues with the model or UVs at all.

This is where things go weird. If I import the low poly into 3ds Max and clear/set smoothing groups all to 1 and export it then there are no issues whatever.
This makes no sense since as far as I am aware, setting all edges to smooth in Maya is the same as setting all polygons to the same smoothing group in 3ds Max.

Can any Maya experts out there assist in figuring out how to fix this? I am pretty experienced in Substance painter but this one is a head-scratcher for me.

Hi guys,

I'm coming back to Substance after a few months away from the software and one of the updates was the removal of the Ambient Occlusion node, leaving just the HBAO node to work with. But all I get is black lines, dots or other errors all over the texture.

Here is an example of a very simple tile texture, and even this has black lines all over it. I've tried fiddling around with all the sliders and setting but nothing seems to work.

Ever since upgrading to the new 2018.2 everytime I click on something new or change folder using the library it causes the programme to slow down a little, with each additional click in the library causing it to go slower and slower. Closing and reopening the programme appears to be the only fix I have found so far (sometimes it takes multiple restarts before returning to normal).

My library also has trouble refreshing to update with my new materials. Again, restarting the programme seems to fix this issue too.

Hi guys,

I'm quite new Substance Designer, although I am familiar with Painter quite well. This is the first material I have created in Designer and at the moment I'm in the process of rendering what I have. I have a little bit of a problem though in the way that the height map is far too overpowering in comparison to OpenGL. My scale is set to 10 as that is how far I like the stones to pop out in the OpenGL version, and so I set the same scale to IRay and all the soil turns into this sloppy mud looking mess and although the stones pop out at the same amount, the soil just seems to be far too overbearing.
My tessellation is set to 4 for both versions as well.

Is there any way to get OpenGL results in IRay? And how will this material look in reality in a game engine, like the OpenGL version or the IRay?
I would ideally like to get this sorted by changing a few IRay settings as I prefer to work with OpenGL while I'm creating the material as it is faster to load.

Thanks for your help in advance
- top picture is OpenGL
- bottom picture is IRay

Not sure if anyone can help me out with this, but ever since switching to Substance Painter 2 I have had tonnes of issues with making it look similar in Unreal Engine compared to Substance Painter 1 which was pretty much on point. This is an issue I have been putting off for for a while and have been eyeballing it as well as going back and forth between programmes until I get the right colour, but now I have just had enough of it.
From the attached images you can see in Substance everything just looks too bright and lacking colour, whereas in Unreal everything is far too dark to what it should be. The Unreal version is more similar to what is intended as I have been working for a while with accounting for the darkening in Unreal but it's just not quite right. And in the third image attached you can see that in the PNG file is quite dark too, So what's the deal with substance painter making everything look bright and colourless? And more importantly how do I fix it?
I have been fiddling around with all the different display settings, scrolling through the different HDRIs and nothing seems to be displaying as it does in Unreal, or even anywhere near what colour is displayed in the PNG file.

Any help would be appreciated

Edit: I'm also aware that the Unreal version does have a slight red tinge to it, because it is supposed to be sunset, this is not really an issue and does not effect things too badly in the wrong direction

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