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Messages - seko111

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Thanks! Is it possible to somehow tell a mask generated from a normal layer (via anchor points for instance) to ignore the borders?
I basically have a layer of sci-fi paneling as a bottom layer and stamp normals on top of it - I'd want the underlying paneling to disappear wherever I have normals stamped.
Currently I'm doing a workaround in that I'm manually masking each normal stamp out from the underlying panels layer but figured there's got to be a more elegant solution. Another workaround I have is to simultaneously stamp the normal and a corresponding heightmap, but that's error-prone as it's easy to forget to apply both when painting.

Yes, I know - export is fine, I care about borders before the export, so that I may use them in masks properly.

When I use the paint tool with hard surface widgets it always creates a rectangular border around said widgets. I'd like to get rid of the border as I'm intending to use the normal layer as a mask later on. See the attachment, the image on the right is what I'm after.
Thanks, David

Hi, I have acquired over 240 substance files over my subscription period so far and since I've recently had to do a windows reinstall, all my substance files are now gone from my hard drive.
I would like to re-download everything from Substance Source, however I really don't want to have to do it manually, file-by-file. Is there a bulk download option I can use? Thanks.

Figured it out: it had to do with UV padding. Once I set the padding to 12 pixels in Maya LT and re-imported the mesh into Substance Painter, it worked.

I have made a simple plane in Maya and exported it as FBX. I've imported the file into Substance Painter, painted one of its edges red, and now I have red on the opposite edge too. I don't understand why this happens. I did this to get to the bottom of the same problem I've had with a more complex mesh.

As you can see in the screenshots, the left edge was painted red, but somehow the right edge has a slight red to it as well. I've tried changing my brush's alignment from Tangent to UV, to no avail.

How do I keep the edge color from bleeding over to the other side of the mesh?

Here is how the plane and its UVs look in Maya LT:


Substance PainterSubstance Painter - Feature Requests - Re: Color Palette
 on: October 30, 2017, 05:01:01 pm 

If not setting a palette then maybe a channel or mask type of mechanic that you could "bake" from your layers that would show the average color dominating the mesh. By mesh I mean the final, rendered result of all the layers. This would be very helpful for just about any workflow I could think of.

After some experimentation it turned out that the problem was in Blender. I've been using flat shading whereas I should've been using smooth shading. This got rid of the stitches but has apparently messed the UVs up. So I went back to 3D-Coat and triangulated the model there, which fixed the issue for good. For anyone who's interested, instructions are here:


I output to UE too and I actually just manually triangulate n-gons.  Exporting via fbx will already auto-triangulate low poly. If I encounter shading errors, like I can see wireframe edges in the bakes, I'll do harden edge on those affected polys (I use Modo) and re-export fbx.

But, if you already have all quads and use fbx to export to UE I think manually triangulating is unnecessary. From my experience anyway.

With your bugs you may want to double check your verts are all welded in the affected areas.

I’m fairly sure triangulation is necessary as the model does look different in UE4 vs substance, and they even mention it in their guidelines to make sure to triangulate before exporting anything to SP.

I’ve checked the welding of vertices and it seems to be fine. The “stitches” I’m referring to appear to be the triangles resulting from the triangulation itself; all the tris are actually visible if I zoom in close enough. Thanks for taking the time to help but unfortunately it seems like it’s going to be some other issue, not the welding.



I'm getting weird "stitches" on a mesh I'm importing to Substance Painter after having triangulated it in Blender. I need it to be triangulated as I'm going to be using it in Unreal Engine 4 afterwards. Without triangulation, the mesh looks absolutely fine, however that won't do as UE4's method of triangulation is very different to that of SP's and the model looks weird in game.

The model was originally sculpted, UV-unwrapped and retopod in 3D-Coat.
My pipeline consists of 3D-Coat, Blender, Substance Painter, Unreal Engine 4.

I'm attaching two screenshots, one with the visible stitches on the pre-triangulated mesh and another w/o triangulation, where everything looks fine (but obviously breaks once it gets to UE4).

Any help would be greatly appreciated as I'm running out of ideas.


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