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Topics - dimeolas

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 Indie License of SP, just reupped my sub. I got the email rcpt but the renewed license isnt showing in my acct nor can I update my SP. Didnt know how soon that would show up. Thought it was iimediate but wanted to ask. The license ends in 44.

   Have a Perpetual License. Im confused but this isnt my question. My points total goes back and forth between 0 (now) and twenty someodd points. I would like to get some of the newer materials.Im aware they may not work on my older version anyway.
But, is there a way to just purchase points or must we start paying a monthly again? Not a poweruser but curious if anything I use has changed so just may do it.

SubstanceSubstance - Purchases & Licenses - Indie License
 on: October 12, 2020, 07:32:37 am 
  I opted to pay the $44 to buy into a perpetual license. I also need to cancel maintenance on it. Did that happen when I bought the perpetual? I dont see an option to cancel the monthly anymore.

SubstanceSubstance - Purchases & Licenses - Indie License
 on: October 01, 2020, 01:30:39 am 
   Forgive me for beating a dead horse...I have the Indie license and have a choice to either buy a permanent license or go the new monthly. The new monthly is just like Photoshop. Not storing up any equity to purchase but can always have latests version. And I keep all my current points that I can spend at any time.
Or buy a license which means I cant upgrade my current version but have it to use forever?
Do I understand correctly?
Ok got answers so thank you.
Take care

 In Substance when I add the material to the model what should be inset is now sticking out, ex cracks come out instaed of in. I cannot find any settings for this. Im just learning still so this is basically a wall. flat plane with two holes for windows.
Any ideas? Im sure is very simple and im just missing it.

   Say I am creating a courtyard with a wall of several segments. It will have the same basic texture and some carving and maybe some broken plaster or dirt. Trying to figure out how to best do this so all the pieces look like they go together. Ideally to me if I took each piece and textured and added the carvings in Substance then took it into unreal and could use vertex painting to add moss, plaster, or dirt such that each piece was different and I could flow the detail from one piece to the next.
   But I dont know if this is possible. Or if there is a better way? I dont see how I could import a section of wall and apply the basic texture with carving then use the vertex paint texture. I could add the base texture to the selection of vertex paint textures but what of the carvings detail?
Thx for any ideas.

Substance PainterSubstance Painter - Discussions - Detail like carving?
 on: April 17, 2020, 09:04:40 pm 
 I want to detail my mesh to have carved detail. As in a column or pillar that has designs carved into it or raised above the surface. Havent been able to get Substance time consistently and its been some time...but I tried doing it from memory and didnt find what I needed. Add a layer and use an alpha as height and adjust the depth or height and stamp on the mesh. But things have changed in the menu else my memory.
Any hint would be appreciated

 Fired up Alchemist for the first time in weeks and Avast threw a delighter_plugin.dll into the virus vault. Says it was infected with Win64:Evo-gen [Susp]
and I need to know if this is a legit file for alchemist or if ive been compromised. This machine doesnt go many places on the net but have gotten a couple warnings about a driverupdate site which ive never visited trying to get on the machine. It gets updated and scanned with Avast and malwarebytes every night so am concerned something is up. Google had no info on that dll so please let me kow if it should be legit.

Substance PainterSubstance Painter - Discussions - Height Reversed?
 on: November 06, 2019, 09:17:25 am 
 Simply put in using a brick....the grout is high and the brickface is low. I am sorry to ask this simple question but I find nothing that will fix this.

SubstanceSubstance - Purchases & Licenses - Confused as hell
 on: September 01, 2019, 10:43:22 am 
 Hey Guys,
I have an old Substance thats a perpetual
But had been using the newer version because the old one cant use some substances etc. I had cancelled the newer one I was using but was wanting to continue it. I had it at 9.99 or whatever for 6 months and now it would be 19.95. I find no way whatsoever of doing this, am I just sol?
Only options I see are to spend $75 to ugrade my old license but really not sure if this brings it up to the current evrsion or what it doesa/ aother option I see is to just start a new license but then I dont know if I can just apply that to my current install or if I have to redownload and set up again.
Suggestion to add an option to renew a license that was recently cancelled.

 Forgive a simple question as i dont get to play anymore. I need to know if i can import into Alchemist the albedo, normal, etc maps to create a sbsar to use in Painter. I am wanting to use some nice megascans materials. All I can see how to do is drag in the albedo and not the normals and other maps. It just isnt the same.
Thanks for any help,

SubstanceSubstance - Discussions - Project Organisation
 on: July 07, 2019, 06:35:45 pm 
 Apologies for the OT nature of my question. I am looking for a good preferable free software to help organise assets for my projects. Used to have something but that was two years ago and the name escapes me. To be able to place on one page one or two concept pics in the center and around them smaller thumbnails of the textures. That way on one page have the basics and see how they go together and whats involved. Could also have the scene in the center and certain pieces around it. Have done a bit of googling and all I find are thumb indexing softwares which won't fit the job.

Substance Integrations - UE4 - Simple Plugin Questions
 on: July 03, 2019, 02:35:06 am 
 Am I supposed to have to activate and reboot unreal each time I fire it up for the plugin?

Any way to use the plugin to get our textures into Unreal that we created within Substance?

Any way to use homemade textures with the plugin?

Great tool.

Thank you,

Substance PainterSubstance Painter - Discussions - Organising and workflow
 on: April 30, 2019, 06:55:54 pm 
  Very basic question here. I've ended up with a sizable number of materials and i'm curious as to the best way to organise them for efficient use and program performance.
So, do you folks install all the materials you have...or do you just browse the website and look at your purchased assets on a project by project basis and just temp install what you need for that project?
My concern is how many resources the software can handle being installed. I dont want to feed it too many and have it bloated and slow.

Other question is if we can add new subfolders...say under 'Materials' break the assets down into Ground, leather, etc?

I assume theres no problem downloading our purchased assets on a per project basis?

Old laptop had died so getting organised and setup again. On Alchemy, havent been able to play very much but from what i've spent time on this is alot of fun. I just wish I had the time to learn to turn em into smart materials in Designer.

Thanks for the help

 Yes i'm lost again.

Regarding Substance
When I drop them in the respective smart materials or materials folders do they stay in the archive or do they need to be unzipped into folders of their own.

Can I create extra folders as well as use the preset folders like 'fabric' or 'metal'

What are sbsasm files and can they be used in Substance or do they require processing in Designer.

Am interested to trying to recreate the wonderful textures for the architecture from Assassins Creed Odyssey...those wonderfull brick and plaster walls that are old and worn. And trying to get all the smart mats and mats loaded that I can find.

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