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Messages - kashif.c.riley

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Substance PainterSubstance Painter - Showcase - Re: Black Ops Mercenary
 on: February 22, 2016, 01:28:48 pm 
Morning buds, after so much work being put into this character, I have finally finished the Making Of for this models... I will say, this is the heaviest substance painter project to date and I truly enjoyed working on this one... and I hope you enjoy seeing the process as well... Thank You

I'm trying to paint a texture onto the model so that the size of the texture is appropriate to the model and consistent.

Kinda similar to ZBrush where if the brush is set to Dynamic... no matter how far the model is, the brush remains the same size...

Hey Wes, just started watching the level design Tutorial... it's some very awesome stuff here man... I see you have a distance tool for Unity and I wonder if you have an updated version of this... It would be useful for what I am doing right now :)

Substance PainterSubstance Painter - Showcase - Re: Black Ops Mercenary
 on: January 13, 2016, 05:30:30 pm 
Thanks man... I will have the entire making of on YouTube soon

Hey guys... I am trying to download this on Substance Share but it is not allowing me to... I keep getting an error. is there an updated version of this here?

Substance PainterSubstance Painter - Showcase - Re: Black Ops Mercenary
 on: January 11, 2016, 03:14:32 am 
And here are some shots from Substance Painter...

Substance PainterSubstance Painter - Showcase - Black Ops Mercenary
 on: January 11, 2016, 03:10:52 am 
Hey guys... I've been hard at work designing a new character that I am looking to put into a game I am designing... for about a month I've been putting together, detailing, and learning new workflows inside of Substance Painter to improve efficiency in the workflow, including the ability to paint directly on Normal Maps... (just using a tweaked version of the B2M substance inside of Painter). So without further ado, here is the "final" version of the Black Ops merc...

He is in his bind pose as I am in the process of rigging this model for Unity. The real time renders are taken from Unity... enjoy

For models with many pieces... and since this is for a game, let say I have a have one texture set for the body, which includes the head and a few accessories, my workflow is to create a layer group for each major piece, and add a mask on it so any painting I do doesn't project anywhere else. This also keeps all major elements on one texture sheet and I don't have to deal with many textures. This also works for stuff you can't see such as the teeth and tongue...

I hope this helps for now.

Substance PainterSubstance Painter - Discussions - Re: SPainter runs slow
 on: January 07, 2016, 02:33:04 pm 
Also Substance Painter seems to be a little faster in the 2d view

Your GPU only has 2GB or VRam. This is going to be a little short for working smoothly in 4k, but still you shouldn't have to wait 5s between each stroke, so something must be wrong. If you are not painting on the layer at the top of the stack, try deactivating or putting in a folder the layers above the one your are currently painting in. Also make sure you are not painting on channels that are not needed, like the height if you are not adding any height details.

I constantly find myself doing this now on complex models... i also hide layer groups that I am not working with... I stopped working at 4k when I learned today that when you export at a higher resolution, Painter will switch to that res and then export :) LOVE IT!

And I am running painter on a 670M with 3gb of VRAM... the only time I run into a snag at 4k is when I have many many many layers for painting :)

Substance PainterSubstance Painter - Discussions - Re: SPainter runs slow
 on: January 06, 2016, 02:02:20 pm 
It's definitely the browser... I just closed it and I got back some speed in painter which is definitely needed for my project (Working with 4k maps and 6 textures sets at 2k, the body is at 4k...) so if you need memory, try not to have the browser open. I'm on a laptop btw

Also note, the MESH names MUST match! The file name should be called this too... I've repeatedly experimented with this and found that having the naming conventions is key. Since Zbrush doesn't accept underscores, do this:

Export the model you want (make sure the export scale is set to 100 for FBX otherwise your model will be too small), and name it something "Meshname_high", copy that name and cancel. Then with the merged Subtool, paste the name of the potential file... THEN SAVE it. same deal with the low poly... and remember, the match by name feature is CASE SENSITIVE... if the name is wrong, the file will be skipped.

Substance PainterSubstance Painter - Showcase - Filter: Normal Painter
 on: January 03, 2016, 03:54:46 am 
Hey guys... I was working on my character and remember a tutorial that Wes posted a while back about being able to paint directly on normal maps... so with this in mind, I needed to find a way to convert my strokes to the normal map directly and not have to use my height channel (disabling it altogether) I have a quick video showing how to set up your layers for painting... (I am making a Painter template that has the height channels in a group folder set to disable, but I can still paint on it)

Any feedback would be great... I still want to improve on this... i just exposed the parameters from B2M Lite and made a substance for it.

Anyone know how to add the labels that are supposed to be on the side...?

Here is a post that discusses how to get ID maps baked out from high res Zbrush meshes... enjoy.

Definitely a +1 for this feature... when I use the bake by mesh name feature... what I notice after looking in the log is that it is loading and reloading the project for every chunk and that is something I DON'T want when I am waiting for a bake. It would also be nice if you bake by mesh name that each chunk would be loaded into memory first... and then baked. Also we need an option that allows us to delete all of the high res meshes (it inflates the file size)

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