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Messages - Al Bankowska Bankowska 0

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1
Yeah, kinda ridiculous that you can't remove something with a click or 2. This is why free open source programs are taking over, something as simple as this gets fixed pretty quickly.

2
Feel like I'm in the middle of a desert, on a bicycle with no chain.

Anyone else use this forum?

3
Seems to be connected to Triplanar Projection. The artifacts are still there in UV, but they become much more visible with triplanar.

4
Substance PainterSubstance Painter - Baking - Artifacts after baking...
 on: April 23, 2021, 01:44:11 pm 
I'm getting artifact lines after baking for some reason.


I tried checking everything on the mesh on multiple occasions. Making sure it's scaled and orientated, changing the mesh adding and removing extra geometry to see what happens, unwrapping and unwrapping... When I changed the mesh the artifacts moved/changed, but wouldn't disappear.

Am I missing something?

5
SubstanceSubstance - Discussions - Editing SP textures in Blender
 on: March 29, 2021, 10:50:37 pm 
Hey guys,

SP is great I'm loving it so far, but is it possible to edit SP textures in Blender after import? For example the base color. Or do I have to go back into SP to make any changes?

6
You want your high poly mesh to be in its final state prior to baking. If you don't apply your sub-surf modifier why not just remove it all together if you're not using it?


It's good practice to not apply subsurfs for as long as possible in case you want to change them at a later date, you can still "see" the subsurf in Blender (and adjust it or texture), until you apply it. I just wasn't sure if Substance would read them or not.

7
The title pretty much sums it up, do I have to apply the subsurfs for the high poly model before baking or it doesn't matter?

8
Thanks for the reply CA.

The baking artifacts I will worry about later when I understand everything else, they seem to change places and severity each time I bake it.

I have a rudimentary understanding of UDIMs now (quick study), so separating the different parts of the bike into different UDIMs based on their material (chrome, rubber etc) should solve not only my resolution issues (I discovered that was a problem as well) but seperate/create the appropriate texture sets in SP? Am I able to create 8k UDIMs (for larger meshes) and use them in SP as well or does it max out at 4k?

I like the MAT IDs as a concept so want to incorporate them into my workflow certainly, I do have the latest version of SP as far as I know, though it is the student version so perhaps there are differences...



Can I use this to paint across UDIMs?

Texel density is my homework for tonight, I understand the concept but have never needed to apply it to a model before. To be honest I spent years perfecting detailed modeling because I was a bit intimidated by everything connected with texturing, but now is the time.

9
Hey guys, I have a project I have done in Blender that I want to texture in SP. It's a detailed model of bicycle for close up renders, and consists of 70 different objects (pedals, brakes etc.).

I'm quite new to SP so I watched a few tutorials on Youtube but received conflicting and incomplete information for how to prep, export then bake the meshes (certainly something this complex with a large number of objects).

So far, in Blender I have made low poly (1.5 million verts) and high poly (7 million verts) copies of each object, named them the same only changing the suffix _low/_high respectively. I UV unwrapped the low poly meshes and gave them all the same material (this feels wrong to me but that was what 3 different sources advised). Then exported both low and high as separate FBX files (I didn't unwrap high poly).

(I also attempted to use TexTools addon to create an ID map for the various objects but this didn't quite work as it should)

In SP I created a new project PBR Metallic Roughness (alleg), 4k, the other options here I am unsure of. I have this message in the corner I don't know what it means but red is usually bad..



... but generally the mesh looks OK. When I then bake...



... I'm getting a few artifacts like this...



It's now divided into 3 objects (I'm also unsure where this "TT" is coming from)...



I guess at this point I'm a bit lost, I don't know if I should divide it by object (70) or perhaps by texture (probably only 8 or 9). I'm not really sure what the best way to handle this is, it's quite different from how I would texture in Blender. But I have used SP a bit and know that it is required to take my texturing to the next level. The actual texturing I think I can pick up without too many problems, it's this whole process that is a problem for me.

Any help would be greatly appreciated.

11
Hey guys, I'm a noob to Substance Painter so maybe someone can help me.

I'm trying to make a concrete procedural texture for a very large object (cooling tower), and I need the texture to be able to stand up to close renders. Let's say the tower is 60-70 metres tall, I need to be able to render with high detail "standing" maybe 2-3 metres away... basically the closer the better but I will also be doing renders from further away to give a sense of scale.

I understand that will be a heavy texture, but it won't be used by anyone else, it's just for portfolio renders.

Edit: I can make a reasonable texture, but I'm maxing out all the size settings and it's not big enough.

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