Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - midnight.presets

Pages: [1] 2
1
As a test, i set 3 of my masks that define parts of the body to user channels 'skin, pants, shirt' that's in an R+G+B png texture.

When i look at these textures in UNITY, every channel is white. If i set the user color from white to black and export, i get masks except their inverted. I hope someone understands this process.

Basically, my exported user channels need a black background with the white being the mask. i'm not getting that, just getting pure white or i can get basically an inverted mask. really appreciate any info on this.

2
I'm not sure what i'm doing wrong here. If i go to file, open, i can open these grunge files easily enough and use them in my graph, i'm dying to have these just show up in my library though. i'm assuming this is possible? can someone explain what i'm doing wrong? this would be a HUGE time saver for me. much appreciate any help.

https://drive.google.com/file/d/11pSnQjLBlATfW_RondINf-v-iQbkf79l/view?usp=sharing

cheers

3
I work in modo. I've exported my fbx (2018) high res meshes and i've literally spent a total of ...10-12 hours *multiple different assets baked with this issue* trying to figure out wth painter is ignoring my smoothing groups.

I've looked at the my high res files in maya, looks identical to modo, looks identical in marmoset. I believe i've seen many other people have this issue. i use fbx for the ease and the material id.

i'm so stumped i'm finally writing about this. i'm LOSING MY MIND. wth is going on?

4
this is easily one of the most invaluable tools from texturing in photoshop days. PLEASE make this filter work with masks/anchor points. what's the point of all my baked ID details if i cant use them for creating cool glowy texture work. PLEASE allegorithmic, PLEASE update this.

5
i've yet to EVER get this to work. why it doesn't work with a mask/cant for the life of me figure it drives me insane. i want a 'photoshop precise' type filter SO GD BAD. 

6
I'm encountering extremely similar results. My mesh looks perfect in modo, import to maya, looks identical. SP keeps baking as if all the edges were smooth. i've spent SO MANY HOURS trying to figure this out. I'm losing my gd mind over here. wth is going on here?!?!?!

7
could you explain a workflow to get this to work? I dont understand what you mean by layer opacity?

cheers

8
I'm dying to get some nice emissive 'precise' bevels colors, i've tried the glow filter with fill layers with masks, with out masks, trying black and white images, for the life of me i cant get this glow filter to do anything? Is this broken or something? This type of effect is SO USEFUL for wear grunge from masks, emissive colors. come on, what am i doing wrong here?

Has anyone gotten this to work? i'd love to use this, i just cant for some reason?

9
I was doing some testing using a cage and my bakes get far worse with a cage file for some reason?

Can someone explain what ...might be going on? I've tried a few things, nothing is making a difference. The only time i get my details is wo the cage file? The only setting i change for the bake with the cage is turning on Use Cage.

Why would it be doing this? the results are so much clearer and detailed wo the cage?


10
Thank you jeremie. Can we maybe have this included with SP for the future? Transparency is totally legit and cutout doesn't give the results i think most artists would be after.

11
At work we're working on an old project that is a specular workflow. we're using the non pbr spec gloss material (only material in SP we could get spec results with) one of our artist today had to paint opacity on their texture and it's only doing CUTOUT opacity?

...we're totally boned atm. Can someone enlighten me to how we get clean opacity using a spec workflow in SP? We're really screwed atm and these forums are my only hope. Really, really would appreciate any info on this...I'm dying to get help on this actually.

cheers.

12
...Everything was fine, i checked in the character into perforce, now when i open the scene it gives me this...

[Engine Configuration] Export resolution clamped to 4k. More than 2GB of VRAM are required to allows 8k export (1989MB detected).
[Scene 3D] 3D scene successfully loaded
[Plugins] Loading plugin autosave
[Plugins] Loading plugin photoshop-export
[Plugins] Loading plugin resources-updater
[Plugins] Loading plugin substance-source
[Plugins] Loading plugin unity-link
[GPUIssuesCheck] The current TDR (GPU hang recovery) delay is low: 2s.
   Substance Painter can be interrupted by the OS when doing a long computation.
   See https://support.allegorithmic.com/documentation/display/SPDOC/GPU+drivers+crash+with+long+computations
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[GenericMaterial] Creation of the shader pbr-metal-rough-with-alpha-blending successful
[GenericMaterial] Creation of the shader pbr-metal-rough-with-alpha-blending successful
[ResourceImage] Failed to load image content from file. (The texture has been corrupted)
file:///Z:/art/characters/spear/brute/brute_texturing_01.spp/resources/2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98
[EngineBitmapLoad] Failed to decode bitmap.
resource://project0/Curvature brute_body?version=2c75054bbd891514ae55b79648c68e9596b9ed98

13
My character isn't symmetrical everywhere, his face and arms are though. I turn on symmetry and my plane is WAY off to the side. i need to paint symmetrically on his face and arms but i cant! please for the love of god, let us manually enter values for the symmetry plane. i know people have been asking for similar features for the symmetry plane for a long time now. come on allegorithmic, this is a show stopper. not every character is exactly symmetrical.

an example would be, i turn on symmetry in x, my x  says X= - .25 so i could enter for X=0 now my plane is straight down the middle. this is SUPER, SUPER handy to have. please give us this feature!

14
I know a lot of people who texture with gradients, several friends at blizzard for example who use them. this is SO essential for subtle color details. its amazing for texturing once you've set up your black and white images ao+lighting+curves and such, drop a gradient on top and you can add so much variation. the gradient in designer is KILLER. please. please. please let us have this in painter!

i tried to export this out of designer, i couldn't get it to work. i'm begging you guys to add this to painter please! its so powerful for texturing.

15
I'm dying to have the gradient map in designer added to painter. i was hoping its possible to export this somehow? any ideas?

Pages: [1] 2