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Messages - staglaitor

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1
Hi

https://imgur.com/4AJtdYc

As you can see the pattern (bubbles) is cut off by uv-island and does't move along the surface.

Thanks

PS

Edge of the UV-island cuts off the pattern's black-thick-line
As you can see the thick-line on the pattern is continuous.

2
Substance PainterSubstance Painter - Baking - How to export thicknmess map?
 on: November 11, 2019, 02:58:38 pm 
I have baked thickness map but failed to export it
https://imgur.com/Qa09Ri6
How can i do it?
Thanks

3
Hi

I just begin to learn designer...
How to enforce edge-select-node to work?
It doesn't work

https://imgur.com/y0t8bVv

Thanks

4
Substance PainterSubstance Painter - Baking - Where is edge selecting?
 on: September 14, 2019, 08:36:44 pm 
Hi

I have middle-poly model without any normal map and other maps
I loaded this model into painter and generated all maps without loading highpoly model. Succededexcept one map (Id color map).

Then i used generator to highlight convexity edges on the model but all edges are not thin and even moreover they are "softy and dirty"

https://imgur.com/SriAAXA

How can i get thin and even convexity like this?

https://imgur.com/xUNunw1

I'm wonder-struck - is it real that subs-painter can't solve such simple task?

Thanks

5
Substance PainterSubstance Painter - Discussions - Impossible convexity
 on: September 14, 2019, 02:11:04 pm 
Hi

I have middle-poly model without any normal map and other maps
I loaded this model into painter and generated all maps without loading highpoly model. Succededexcept one map (Id color map).

Then i used generator to highlight convexity edges on the model but all edges are not thin and even moreover they are "softy and dirty"

https://imgur.com/SriAAXA

How can i get thin and even convexity like this?

https://imgur.com/xUNunw1

I'm wonder-struck - is it real that subs-painter can't solve such simple task?

Thanks

7
What you see here most likely is related to padding, this is used to avoid visible texture seams by duplicating/ stretching the border pixels of each UV island. This stretching is only happening outside of UV islands, so not a problem at all.

Thanks for your reply

Yes you are right. It doesn't influence on result-appearance of the model.
But the customer demands that all texture appearances were clean and clear.
How may i exert influence on this artifact to lessen it?

8
hi

https://imgur.com/a/jbJh3

I processed textures in Painter and exported them.
All textures have stretches in many places.
How to avoid it?

Thanks

9
Thanks for your reply

you want everything as is, but without the black seams. Right?

not quite - if i somehow remove these black lines, - all the same, - i will not see coincidence of marble-patterns between neighbour uv-islands

Texture patches that are based on uv-islands should have gradient-transparent boundary's to join together without rupture in overall texture of the 3d object

10
https://imgur.com/a/Mw8Op

the contours of the texture patches should be gradient-transparent
and when totate 3d-object in viewport,- we don't see seams, - we see mixture on gradients parts of the tyexture-uv-patches
We see solid stone texture!

11
https://imgur.com/a/GIMSp - uv islads
It is single TextureSet - map of 2048x2048 resolution
I did seams myself. I just didn't paint a stone image over these seams and along these seams
I didn't paint stone texture over the 3d - object.
I just fill UV islands with stone image.
The task is to enlarge uv-terxture patches in order to get gradient transparency of these overlaping uv-terxture patches on 3d - object

12
Thanks for your reply
My texture was made in modo and upper-flat-surface that you may see on the image is made of 8 UV - island
It is round-symmetry object

13
Substance PainterSubstance Painter - Discussions - Blending texture patches
 on: January 24, 2018, 12:13:49 pm 
hi
https://imgur.com/a/zm6Dc
Everybody know about texture seams. Are there any method to blend texture patches together to weaken the seams to zero
May be to overlap them with some transparency?
Thanks

14
I say about substance designer ability to determine where geometry elevation exists and where it doesn't
It means if substance designer determines an elivation patch then it paints stone texture on it
Other places should be painted using concrete texture

15
There is a geometry-cube with square blocks. Solid Object.
There is a procedural texture with drawn squares
Can I proceduraly synchronize them?
Can I make texture squares to corrispond geometry squares?
https://imgur.com/a/09ydp
Thanks

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