Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - daslolo

Pages: [1] 2 3
in case you don't see it, i attached the original .ma file

overall, a lot of stretching in large surface areas

great, thanks, and it looks better, shadows more saturates in color

I'd like to reduce the number of texture reads in Unity.
To do so I'd like to merge albedo and AO at export. Not put AO in the alpha, which I need for something else.
How do I do that?

it's not working for me
so I tried to add the channels that the log asked for
+++ to add base color and roughness and metalness
--- to remove diffuse specular and glossiness
now the object in substance loses all color information but the materials are procedural so how can i force a recompute of those layers?

An object is made of multiple parts
When imported inside substance painter each part acquires a separate UV
As a result the export is composed of 4 sets of textures
Which is bad for game engines.
I'd like this object to get exported as one or multiple is ok with one set of UV and one set of textures.
The usual advise is to merge object as one before import within Painter but this slows down workflow and would require me to repaint a slew of objects. This was in 2017.
Now that we're in the future, is there a way to merge uv and materials(textures) within substance?

This is what i'm talking about

SubstanceSubstance - Discussions - Medium forum
 on: May 20, 2020, 10:55:26 pm 
Medium got acquired by Adobe and put it under the tutelage of Substance.

It's been half a year now so it is time for you guys to add the Medium category to this forum.

The window should remain where you put it. You can maybe try to cleanup your preferences to fix that :

it fixed itself, perhaps with the new . release

For the thumbnail size, this is currently by design. We don't save that information.

You should, it's jarring to have everything saved but this exception.

It makes sense.

How do I prevent that whilst still using the auto UV?

Just a note about that : I didn't buy perpetual license on Steam. Are you telling me that perpetual licenses are more reliable on Steam than on your own site (I renewed them here) ?!

OK. Good to know.

No. we are saying that Perpetual licenses for Substance Painter & Substance Designer are now available via Steam. Nothing to do with reliability.

And I missed the sale...
Will 2020 support Adobe Medium more tightly?

in the same bag of import export, exporting a mesh only works in obj, fbx please and the obj, instead of keeping all materials merged, split material per mesh, which results, in unity, in many materials in the importer instead of one
i think import export could use a bit of love, that would sure make my life easier.

now that you guys have acquired medium,you'll fix that i'm sure
make a model in medium
export highres as fbx for the vertex colors
export highres as obj for balancer which only speaks obj
reduce in balancer because it's so good export the reduced obj
drop that obj in substance and bake with the fbs as highres
the models are oriented and scaled differently so the result is black maps for normals, id and ao
makes me sad
solution: probably substance reads the custom vertex format that medium uses for obj?
definitely adding more options to import to fix all these orientation jokes (the best jokes)

PS: I love substance painter and I'll end up buying it so don't mess this up

move the material shelf to monitor #3
set thumbnail size to big
quit substance
launch again
shelf moved to monitor #1 and thumbnail back to default medium size

thanks! I didn't see emiss, it is below "generator" at the top

Pages: [1] 2 3