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Topics - Cidward

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Headed into Substance Painter this morning to work on my project, and here's the new update. Installed it, and then opened it. It said "running" for a brief second, then right back to "update". Updated again (in case I did something wrong) and the same thing happened. Same for Alchemist and Designer. Really need to get back to work on this project, so if someone could help me figure out what's happening that would be great.

So I was texturing my model, when I discovered I had made a mistake (too many similar colors) in my ID map. I hopped back over to Blender, fixed the issue, and then baked out a nice new map. I imported that map into Substance just like I normally do, and sure enough, I can see the updated thumbnail right there in my project shelf. And it's there in my texture set settings tab too. But when I start texturing again, my model acts as if it's still got the old ID map loaded up, and is ignoring the new map. Can anyone tell me what I'm doing wrong, and how to fix it?

Starting this morning, when I bake mesh maps, the resulting maps are bad, and have the UV map images spread across them like a texture. Not sure why this is happening. It happens on any mesh I try, even simple little ones, no matter if it's an OBJ or an FBX. Help! ETA: Something tells me, I'm going to miss my deadline. :(

When filling polygons, this happens:

Why is this happening, and how do I fix it? I've tried both the triangle (what you see here) and quad options, and still I get this ugly aliasing. I have also set seam padding to "UV space neighbor".

I painted a mesh with a lot of texture sets. Can I now transfer all this work to the exact same mesh with only one texture set? I tried replacing the mesh in the project configuration tab, but all the texture sets got grayed out, and none of the textures transferred when I did this. It seems like this should be possible, since the mesh is exactly the same, but I can't figure out how.

SubstanceSubstance - Purchases & Licenses - Displacement use question
 on: February 18, 2021, 04:54:37 pm 
If I'm making a model of an old west town (to sell), is it acceptable to use a displacement map generated in Substance Alchemist to make the surface of the street by baking it out to a high poly physical mesh?

I've painted my model very simply, using just a fill layer with a black mask for all texture sets. With the mask selected, I right click and select: "Export mask to file". Works great, but for only two of my texture sets. All others, it exports a black square. What's happening?

I played around with the viewer settings tab pretty extensively, thinking I could just hit ctrl+z to undo the changes I had made, but it doesn't work. Is there a way to return to the default settings that were there when I first installed Alchemist?

I want to tell Substance Alchemist "use this image when you create the height map, but use this image when you create the diffuse map". Is this possible? I don't mean that I already have a height map I want to use, I mean that I want to use one version of a photographed texture to create the height map, and another version of the image to be the diffuse. How can I do this?

I'm a new user, so explain to me like I'm five years old. :)

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