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Messages - lookdev

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As "size" we are talking about checker density pattern right?
It deppends on your model, but wait, I link you a tutorial:
This link is very useful, many thanks

(Note: I'm talking about only 0-1 UV space, not a UDIM workflow here)

You mention UDIMs, do you think UDIMs solve this problem, like each section of the geometry in a separate space?

Do you mean place the UV islands on top of each other?
I'm facing this issue with almost all environment assets: roads, bridges, long walls, fences...

So you mean make sure each island is the same size (except the last)?

Just the low part, the closest to the ground needs to have that dirt. I can't position it there.
I've tried black mask, add fill, greyscale, dirt4 but it's everywhere
I've tried black mask, add generator, dirt, still everywhere

What parameter would help target the low parts?

in terms of setting up the UV islands in the 1:1 UV field, if I have a long rectangular object it would take the lower half of the 1:1 UV field only, would you recommend cutting in in pieces to fill the 1:1 UV field?

It's not for games. I have a few objects some look more dense than others. Does it matter for Substance Painter how dense your object is?

How would you go about texturing very long ropes?
Just bring in the whole thing? or cut in pieces? ...

A train railway e.g. is made of one component then copied (arrays in Blender, "copy and transform" SOP in Houdini...

What should I bring in Substance Painter? the first copy or the whole long thing (made sometimes of more than 65 copies)?

When I model an object in a 3D package, the final result matches the scale I need, but the individual components are modeled at whatever scale (before bringing them together and resizing the whole thing).
I export the individual components at the wrong scale, and import in Substance painter. Does it matter?

I need to instantiate a material across several texture set, but the source material is applied only to an individual mesh using the polygon fill tool, and the target will be an individual mesh (different mesh of course).
Can I instantiate that material?

Substance PainterSubstance Painter - Discussions - How do I create an ID map?
 on: January 17, 2019, 11:46:31 am 
I'd like to use the "add mask with color selection" but I don't know how to make an ID map, I guess it needs to come from the 3D application.
What I do now is I assign a different material to each part that needs to be listed on the texture set list.
I tried assigned different colours to these materials, that was my attempt to create an ID map, but it didn't work. My ID maps are always black.
Any suggestion? I use Houdini but I guess the concept (which I don't know) should be similar in Maya, 3dsMax...

Thank you. I've checked I need OpenGL. I've started a few projects with DirectX (as all tutorials I've seen keep DirectX as default). I see I can change it in Edit->Project Configuration, but do I need to rebake the maps again (texture settings tab -> Bake Mesh Maps)?

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