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Messages - TooManyDemons

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Substance PainterSubstance Painter - Showcase - Re: TooManyDemons
 on: April 14, 2018, 03:56:34 am 
My latest bit of work.

Substance PainterSubstance Painter - Showcase - Re: TooManyDemons
 on: April 12, 2018, 03:24:44 pm 
I did this model for Anau Manyu games.

This was extremely difficult and a bit frustrating because Painter's blur filter doesn't work well across UV seams. I had to use the smudge brush and clone tools to get it looking decent.

Substance PainterSubstance Painter - Showcase - Re: TooManyDemons
 on: April 02, 2018, 06:50:32 pm 
This was a fun project!

Substance PainterSubstance Painter - Showcase - Re: TooManyDemons
 on: April 02, 2018, 06:49:01 pm 
And this model is one I did awhile back. I like it so I thought I'd put it here on my post.

Substance PainterSubstance Painter - Showcase - Re: TooManyDemons
 on: April 02, 2018, 06:47:48 pm 
This one is a flamethrower, lol.

Substance PainterSubstance Painter - Showcase - Re: TooManyDemons
 on: April 02, 2018, 06:47:10 pm 
My little brother has started building gun models in Blender. I've been texturing them for him. They're simple low-poly models from Blender. It's a challenge to make them look cool, and a lot of fun.

To further show this strangeness I've attached another screenshot. In this one I used the rain emitter (in bright orange) on all my Hong Kong sign assets.

I'm starting to think may I have some normals that aren't behaving properly. As far as I can tell everything's fine though.

I sometimes run into strangeness with these brushes where they curve across a flat surface. Sometimes they work perfectly and sometimes they insist on shooting at an angle.

When shot at a flat surface with a smoothing group, the leaks sometimes do not go straight down; they curve awkwardly.

My issue here is that the particles follow the normals of a smoothing group. For the leak brushes and things, the leaking is supposed to go straight down. But if used on a baked flat surface, the particles will curve, no matter what setting (even "Normal Factor" doesn't do anything and actually makes it worse). It doesn't always do this though, so I believe it may be relative to the size of the polygon?

The only workaround I have to make the leak particle brushes work against a flat surface every time is to import a flat-shaded version of the model.

I'm curious if there is something I'm missing that would make particle brushes work better when shot at a flat surface that has a smoothing group.

Substance PainterSubstance Painter - Showcase - TooManyDemons
 on: March 20, 2018, 02:51:47 am 
I'll use this thread for my creations. I'm new to high-poly texturing and rendering. Any advice I can get from professionals will not be wasted on me. Thanks very much in advance for your critique and criticism!

This is my early attempts at playing with high res character painting in Substance. This goblin was sculpted in Zbrush and rendered in Blender Cycles.

The first thing I took from this project is that I should pose before sculpting and not after. I could have made a tighter fist and completely avoided clipping gear and such. Still, I'm happy enough with the result since I'm not very experience at this sort of work. Most of my stuff is low-poly game models.

I was able to bake all the maps I needed in Substance Designer. Yay!

So it's strange that I can't bake in Painter, I thought the bakers were the same. I rarely use Designer for baking maps (since the model is in Painter anyway). Gotta say, I'm really impressed with Designer's baking tools. Wow. Even an opacity bake 0_0

Still, Painter is really beautiful software. I hope a fix comes out for this.

The only way to escape is by ctrl + alt + delete to kill it. There is no log file   :'(

Substance Painter uses 100 % of my CPU and I can barely move my mouse.

With this new update, I can't seem to get past the ambient occlusion map. And if I uncheck the AO map, it hangs at the thickness map. The resolution doesn't matter, and I've tried this with multiple models.

It doesn't do this if I bake onto something really simple like a cube. But if the high res is more than a few million polys, then Substance hangs.

I followed the instructions for Nvidia in the log, and downloaded the hotfix. This doesn't fix my issues :P I suppose I can just bake my maps in Designer for now, though I'd love to know why and how to deal with this problem!

Thanks a bunch in advance,


Substance DesignerSubstance Designer - Discussions - Re: Noob needs help
 on: December 25, 2017, 07:00:16 am 
Imho, the advantage of Substance Designer is the speed of iteration. You can even create complex realistic brick patterns in just under a minute... You don't need to touch photoshop at all. If you're making your alphas in photoshop, why work in Substance Designer? You could just layer everything in Photoshop. There is a point where a tool just becomes a novelty in the workflow; there is no benefit.

You should do some tutorials on YouTube and practice making everything from scratch in Substance Designer. Literally, everything.

Baking with AA makes a world of difference. It's worth the extra time to turn it up all the way.

The reason a lot of your materials don't look 4k is because many of the .sbsars use bitmaps which may not be in 4k. The highest a lot of those materials can go is 2k, unless it's purely procedural. If you'd like a 4k material, work procedurally in Painter to build your own smart materials. Or you can make your own 4k materials in Substance Designer.

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