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Messages - sayer6913

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Substance PainterSubstance Painter - Showcase - M60E4
 on: November 07, 2018, 09:59:26 pm 
Hey everyone!

I made this M60E4 with the help of Substance Painter 2!

See more here:


I'm about to purchase a new PC that runs on Windows 10 Pro and I was wondering if anyone using Windows 10 Pro has experienced any issues using Substance Painter or Designer 2018 recently?
Or even if you have heard of any issues with Windows 10 Pro and these software's? If you feel or know Windows 10 Pro should work fine with these software's please let me know. I rather be safe
than sorry.

Thanks!  :)

Substance PainterSubstance Painter - Showcase - Urban Warfare
 on: December 18, 2017, 07:26:33 pm 
Hey all, I built my first environment "Urban Warfare"  in Unreal Engine 4 for my portfolio! All assets in the scene I made and nothing is third party!  :)
 Most of the models were textured in Substance Painter and some materials were made in Designer.  So far this has taken 10 weeks to get to this point. Allegorithmic's tools play such a big role in my work, so huge Thanks to them!

See more here:

This is still a work in progress, feel free to let me know how it looks or what you think.  :)

Hey Everyone!

I just finished my latest weapon! It's a Springfield XDM! It took a lot of time and hard work manipulating the geometry, but worth it! The Springfield XDM was textured in Substance Painter and is using a 2048x2048 texture and the red dot and rail mount are sharing a 1024x1024 texture. The glass for the red dot sight is on a 512x512. Each material consists of 5 maps. Albedo, Normal, Metalness, Roughness and AO, excluding the glass material. I really enjoyed the rugged challenges this firearm gave me!  Note: Springfield and Doctor are spelled differently on the model because of Trademarks.  :)

See more screenshots here:

Please feel free to give me any feedback on how it looks and if it may need any improvements. 


Thanks! :)


My latest models are these Grenades!
The were Modeled using 3DS Max and Textured using Substance Painter & then rendered in Marmoset.
A lot of the damages on the textures are hand painted so it gives it more of an overall realistic feel.
Substance Painter plays such a huge role in my models. I really enjoy using Substance Painter & it's hands down my favorite software for texturing!  :)

This is my first one modeled. Its an M84 Stun Grenade.

My second grenade modeled is this M18 Smoke Grenade.

And my final grenade is this M67 Frag Grenade.

These models had their own unique modeling challenges but that's what makes modeling so enjoyable for me! :)
But the overall models can feel a bit simple so I made sure to spend a lot of extra time texturing them.
Substance Painter really helped make them look that much more believable.
Only slight difficulty I had was low lighting under the Smoke Grenade and there was no way to get the light to project under the model. So it was really dark when I was trying to texture the bottom.  :-\
But other then that I'm really happy with Substance Painter!  ;)

Feel free to give me feed back on how it looks and if it needs any improvements.  :)




This is my latest model of an Holographic Sight with a Magnifier.

After recently modeling this AR15 I felt it need some attachments to go along with it.
So I went ahead and started working on them and I just recently finished modeling them!

I would like to give a big Thanks to Substance Painter for being such a flexible software to texture these models with ease and nice looking results!

See more here:

Feel free to give me any feedback on how it looks and if it may need any improvements!

Thanks!  :)
- Cohen

Twitter -

Artstation -

Hey everyone,

This is my latest weapon I have modeled. Its a model of a Sig Sauer 516 Patrol.
I modeled it using 3DS Max, textured it using Substance Painter & rendered it using Marmo Set.
If it wasn't for Substance Painter this weapon would not look nearly as good as it does now.
Over all I had a very fantastic time modeling this weapon for my portfolio!  :)

Artstation Link:

Feel free to share your thoughts and tips!

Twitter @sayer6913
Artstation @Cohen B

Oh, So do I need to just get the UV's at the top and put them back in the box?
But they will overlap their symmetry UV's that are in the box though? Is that ok to do? 
Also I was watching this guy Tim Bergholz do it and he was able to Tile his UV sheet in Substance Painter ver 1.6.1 .

So I don't know how he was able to do that but anyways so you think I should put the UV's back into the box?

Thanks!  :)

I have come ac-crossed a problem with baking my high poly mesh onto my low poly mesh.
So bake finishes fine but my normal map is pitch black. You can even see that the same thing is happening with my AO, ID & thickness!

My high poly over laps perfectly onto my low poly in 3DS Max so its not a scaling problem.
Cool software but really don't understand why the heck this is happening. I have my bake set to naming conventions. 

But anyways please help!

Thanks  :)

Image 1 - The maps after bake.

Image 2 - The high & low poly overlapping in 3DS Max.

Image 3 - UV Sheet

I really need assistance someone!

The staff that was assisting me hasn't been on.


I really need help!
My 30 Day trial is counting down & I still don't know if I want to use this software or not so that's why I need to get assistance with this problem.

If this problem gets resolved I will most likely buy the license. 

Anyways please help someone!

Thanks!  :)

Hey Jeremie,

So you think I should try using the 'Reset Xform Modifier' to every individual mesh in my 3DS Max scene?
Also when I unhide my low poly and high poly they both over lap each other perfectly so I don't think its a scale problem.

Thanks for your assistance!  ;)

- Cohen

I got Substance painter 30 day trial about a week ago, opened up the software for the first time excited to use it & got this annoying error about Alienware Respawn has something to do with Substance Painter and a installation shell that is keeping the software from running, but finally got that fixed today. Lost 4 trial days on that one. Now I have come ac-crossed another problem with baking my high poly mesh on to my low poly mesh. So bake finishes fine but my normal map is pitch black. You can even see that the same thing is happening with my AO, ID & thickness!

Cool software but really don't understand why the heck this is happening. I have my bake set to naming conventions.

But anyways please help!

Thanks  :)

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