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Messages - daslolo

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it seems that along uv boundaries sub-d tears the model, the model is airtight.
is there a setting to prevent that?

That's a strange one.
This material turns white when i add an emission channel.
if you turn off Fill Layer 5 it doesn't so I thought that layer has emission, nope doesn't.
This may be a bug?

the unwrapper in substance does a great job peeling off an object.
but... materials apply in a strange way, they should have none of this discontinuity, they seem rendered as if unaware of topology and that's a first time I see that in a 3d painter so there must be a switch, where is it?

what's a fast fbx to obj converter you recommend? something where I can batch convert

Substance PainterSubstance Painter - Baking - Re: material ID bake wrong
 on: December 24, 2019, 12:31:05 am 
Can you share the FBX?
sure thing
I redid the HR file and it works now. Brought it back in maya and exported it again... I don't quite understand why it works now.

Substance PainterSubstance Painter - Baking - Re: material ID bake wrong
 on: December 23, 2019, 11:40:18 am 
I brought both lowres and highres in maya, ensured they match then exported each one as fbx
now I'm getting this, not working yet but better.
Tweaked max frontal and read distance, the problem is there is no scale in the 3d view so it would be good to add for 2020.

Substance PainterSubstance Painter - Baking - ID Map looks wrong
 on: December 23, 2019, 11:37:06 am 
I imported both lowres and highres in maya to ensure they match then select each one and export fbx to preserver vertex color.
it works mostly but now the ID map is jammed

you can see the streaks across the left part, my bet is the position map or world normal is misread by the grunge generator, looks like value clipping

my fbx are z up while the obj axis are y up, something to do with an old program I'm using
understandably this fails baking

Because of it, it would be useful to have access to axis selection on import

so painter auto uv is very good, baker doesn't work so I'm exporting the object to xnormal
problem is painter rotates the model AND scales it so xnormal can't work
could you please tell me which setting i must use to keep scale and orientation?

details: the input model is an obj output by balancer
the highres is an fbx output by oculus medium

Substance PainterSubstance Painter - Baking - Baking is completely broken...
 on: December 21, 2019, 02:00:23 am 
... that or I don't know how to use a baker

Each time I get errors or black texture on normal and ID (see screenshot)
sculpt and paint in medium, output fbx with vertex color
verify that vertex colors are there, they are
reduce model in Balancer, this scrapes vertex colors
drag and drop the reduced model in painter and let it magically auto UV
so far so good
now press the bake mesh maps button and add the highres model, press bake

either I get red crosses, always on normal and ID or black maps. Here are the errors I'm getting:
"[Scene 3D] Errors have been found while splitting meshes per UV tile: Mesh 'Layer_1' UV coordinates are missing." (black map) or red cross: "[BakingProcess] Highpoly scene file *** was required when baking"

The red cross might be linked to out of memory, no idea, the highres mesh is 17Mpoly which is a cakewalk for zomething like zbrush so it's probably not the problem.

extra consideration: the console saying "[Baking] Baking failed (Color Map from Mesh)
Invalid input data. Check the logs for more information." isn't useful, it needs to state that vertex colors are missing

Substance PainterSubstance Painter - Baking - material ID bake wrong
 on: December 20, 2019, 10:23:41 pm 
first image is highres model in maya showing vertex colors
second image is lowres model reduced in Balancer (no vertex color) uv unwrapped by painter and id baked as vertex colors
what causes the mismatch?

...but could not be loaded
I keep getting these error messages for normal, id, AO, thickness, the other maps like space normal, curvature and position work
bug in 3.1?

so that means you're getting an error message
install the hotpatch .3.1 maybe this is one of the fixes

This is a Medium model that was output as fbx with a poly reduction to 10%. That it manages to unwrap this is impressive but was you can see on this screenshot the result is also very uneven, the spacing of UV coordinates doesn't match world distances at all.

Is there a setting to prioritize distance uniformity over one nice rubber sheet?

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