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Topics - Badger

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1
Howdy,

I have a file which has some old maps baked from older versions of low/high.

When I bake with new versions of low/high files, I get this problem:



However, if I start a new project the bakes are clean as a whistle using the exact same files:



I've made sure I have used the default settings in both cases.

2
Howdy,

I am using the ACES_UE4_Log LUT to match Painter's viewport with Unreal Engine 4.

However, it's still miles apart. I've tried exporting the standard neutral model viewer HDR from Unreal but the color space is different and very hard to match. Projection is different as well.

Can you help me to find a workflow where I can use the same HDR images and match lighting/colors between the two?

Not only color but also the way height is translated is very different. In UE4, height/normal is much stronger than in the Painter viewport.

Right now, and I've confirmed with others that ship games in UE4, it's very hard to know what goes out of Painter will look like in UE4. Basically, you have to sit and tweak for a long time, since Painter is far from a WYSIWYG solution.

Thanks in advance.

3
As above. Selecting to bake By Mesh Name is the same as matching, functionality is missing.

4
Content - Substance Share - Thank you!
 on: September 17, 2015, 09:28:31 am 
As usual, you go above and beyond. Thank you for another great addition to the feature set  :-*

5
Substance PainterSubstance Painter - Showcase - M3 Grease Gun
 on: July 16, 2015, 03:10:29 pm 
M3 Grease Gun modeled in Modo.


6
Substance Integrations - MODO - Modo Skype User Group
 on: July 05, 2015, 11:24:44 am 
Hey Modonauts.

We have a pretty active Skype User Group going on, feel free to join:

skype:?chat&blob=yAoN0G71wDGY4bMiRTHI8YKdhbK8EZ-Z8hOplNjXMCl-RN1n5_jJpa3tze_0PCuHVfRUehg_ADNj

We have people from games, cinema, advertising, illustration. And a lot of freelancing dads that never gets any sleep  :)

7
I just have to say thank you.

Baking by mesh name will save a lot of hours, tears and teeth grinding.

Here's a little test I just made. Modo 701:

High poly:


Low:



Bake with the magic turned on:



An voil√°! Only the AO visible on the side of the cylinder, as expected (when you expect magic to happen) - no spillover in the other maps from the other parts:



What makes my head explode (pun intended) is that no one has thought to do this before. Why hasn't this been in Maya, Max, C4D or Modo for the past decade? Not to undermine the magic of this but it does seem like an obvious feature. Killer it is for sure. This kind of feature cannot be underestimated in terms of quality of life, it really does make me happy on a daily basis.  So thank you again.

8
Anyone else think it's annoying that all images, baked maps, stencils etc are all mixed and bundled into a giant mess in drop downs?




Also, the shelf is mess. The Materials tab next to the Smart Materials tab is redundant and so is the entire third panel of the shelf:



Why not just have one shelf with everything in tabs instead?

/rant

9
Substance PainterSubstance Painter - Technical Support - Double stencils
 on: April 28, 2015, 10:28:18 am 
Painting on stencils gives a double stroke slightly offset:



Btw, submit bug report or post here? A bit of confusion  ???

10
Substance PainterSubstance Painter - Showcase - Viking shield
 on: April 28, 2015, 10:02:15 am 

Modo + Substance Painter

11
Is it possible to do something like these?





There's some motion in the small outer splats as they are elongated along the axis of travel. The ones near the epicentre are round, not affected much by speed.


12
I get an awful lot of crashes when baking.

Usually, I can fix this by making a new cage by duplicating the low-poly and then doing a push (in Modo). Not today. Every and all attempts on baking with a cage drops SP like a rock into cold water.

Any advice?

Edit: 30 seconds later, I might have found a solution: If the cage intersects other parts, SP crashes. Hope this is helpful. It crashes at random.

13
https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Textures/index.html


Texture 1
  • BaseColor in RGB
  • Roughness in alpha
  • TC_Default compression

Texture 2
  • Normal map in RGB
  • TC_NormalMap compression

How do I set up an export configuration for the above specification in Substance Painter?


14
Substance DesignerSubstance Designer - Showcase - M240 Machine Gun
 on: May 14, 2013, 02:21:25 pm 














Coming soon: The Scopes monkey trial!

15
Substance DesignerSubstance Designer - Discussions - Showcase?
 on: April 24, 2013, 01:49:15 pm 
I'd like to propose a sub forum where substance designers can showcase their work?

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