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Messages - thesnowdog1971

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1
It's been a while since I've used the Auto Unwrapper and it seems decidedly broken now, I suspect that this Tiling business (which wasn't a feature the last time I used SP and everything was working fine without it there) has broken everything.

How can I go back to a previous version?

2
Brilliant, thanks for that! That was the step I'd missed out! I just thought that it did it automatically 😁

Thanks for all of your help, very much appreciated 🥰😁

3
Your asteroid that is in the scene doesn't have UVs so UE4 cannot generate a lightmap which is why it is black. I exported your mesh, created UVs, re-imported it and I let UE4 generate a lightmap, then the problem was fixed. If you click your mesh you'll see UV Channel 0 is empty and UV Channel 1 is also empty. Channel 1 in this case would hold your lightmap.

https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/AutoGeneratedLightmaps/index.html

If you don't want to use UVs and have a lightmap you need to set your mesh's mobility to either 'Stationary' or 'Movable'.

https://docs.unrealengine.com/en-US/Engine/Actors/Mobility/index.html



Well that's odd. I thought that Substance Painter automatically creates them if a model doesn't have one? It went through the process of creating it when I first started the Substance Painter project. I just thought it automatically saved the FBX file with the added UV Map after it generates it.

Do I have to do that manually myself instead or something?

Or have I found a bug that I need to submit?

4
The asteroid and textures are in Content/Assets/Asteroids/Asteroid 1

And I've put one in the map Content/Maps/Level01

5
If you can share you UE4 project with your texture and object files I can take a look at it.

Dropbox or Google Drive and you can PM me if you don't want to post it public.

No worries about posting it public because there isn't much there so far lol

Here's a download link from Google Drive:

https://drive.google.com/file/d/18BhGSo-jSQXhf2n3f0dOhfJOq7zOv1ve/view?usp=sharing

Thanks for your help! ;D

6
How would I go about checking the Light Map? I just let the Engine do it automatically when I imported it. It's only one shape though so I wouldn't have thought that it would cause any kind of problem.

7
No idea. Don't know where it came from. I noticed that myself and removed it from the Material but still got the same problem. Forgot to update my post!

Actually, now I'm thinking about it, when I was bringing Substances into UE4 before (quite some time ago!) I used to get error messages or warnings referencing Opacity and Emissive stuff so I just add them to Substances out of habit.

But the Emissive texture is black though, so it shouldn't show up and shouldn't affect anything, should it?

8
Sorry, just wanted to give this a wee *bump*.

Can anyone work out what I've done wrong here? I've done a search on Google and black textures are a sign that the nodes haven't been placed properly but as far as I can see I've done that correctly.

9
Hello everyone, I'm having trouble bringing my Asteroid model and textures into Unreal.

When I first import it, sort out the material by connecting the nodes and drag the model into my scene it looks like the colour is too light but otherwise it looks okayish:



But as soon as I build the lighting everything just goes dark:



In Substance Painter it looks like this:



Here's what I've done with the nodes in the Material:





As far as I can see I've done everything right but it's been a while since I've done this so maybe I've done something stupid somewhere? I've uploaded it to File Dropper here so that you guys can take a look:

http://www.filedropper.com/asteroid1

Many thanks in advance for any help!

10
Couldn't attach the Normal file for some reason, maybe it's too big?

Have uploaded it to File Dropper instead, link here:

http://www.filedropper.com/asteroid1

Any help would be very much appreciated!

11
Hello everyone, I'm having trouble bringing my Asteroid model and textures into Unreal.

When I first import it, sort out the material by connecting the nodes and drag the model into my scene it looks like the colour is too light but otherwise it looks okayish:



But as soon as I build the lighting everything just goes dark:



In Substance Painter it looks like this:



Here's what I've done with the nodes in the Material:


12
Wasn't sure whether to post this here or in the Tech Support sub-forum, but here's as good a place as any.

I want to create a VR asteroid but I'm having trouble with my Normals because in VR Normal maps only display micro/macro(?) detail. The only way I can have them looking decent is with adding geometry, which given the medium is not ideal unless I want my scene running at 3fps lol  ;D

The asteroids are going to be in my Main Menu scene so I want them looking decent.

I've tried creating one in ZBrush and adding geometry via the Surface thingummybob then using Remesher and Decimator Master to bring the low res mesh down in polys but with the high res mesh at 400K and the low res mesh at 20K my textures and model aren't looking great in UE4 in VR.

Any suggestions on what I can do to produce an asteroid-like Substance would also be very welcome too. I've only messed around with metallic stuff for the inside of my mining ship so far, so anything rock-like is a bit of a mystery to me. All I've done so far is combined a couple of Concrete materials so far which look okay but I can't seem to change the colour for some reason.

Many thanks in advance for any help given! ;D

13
Oops, worked it out. I must have been getting my tools and sub tools mixed up, turns out I had sub tools that were different from my original tool - as in completely different meshes lol  :o ;D

Please feel free to delete this thread cos I'm an idiot lololol  :-[ ;D ;D ;D

14
Asteroid_1c_mesh has degenerate tangent bases which will result in incorrect shading. MikkTSpace relies on tangent bases and may result in mesh corruption, consider disabling this option.

Asteroid_1c_mesh has some nearly zero bi-normals which can create some issues. (Tolerance of 1E-4)


I've probably done something REALLY stupid somewhere, any help will be very much appreciated! Ta!

15
I'm working on a game at the moment and am looking to create a planet surface texture. It needs to look reasonable from a distance and it won't be seen close up. It's also going to be displayed in VR so any major bump mapping isn't going to work, just basically macro surface level stuff.

I honestly don't know where to start!

I guess I could add surface detail like mountains etc in the model itself with adding more polys, but I'm planning on adding a load of asteroids to my scene too so I need to keep the polys down as much as possible.

Anyone know where I should start with this? Thanks in advance for any help!

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