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Messages - volker

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You can set the 'Quality' option in the shader settings to 'high (64 spp)' or 'very high (128 spp)' to counter display glitches like that. It will impact viewport performance of course.

Can you share that part of the geometry where the seams are (OBJ/ FBX format)?

Substance PainterSubstance Painter - Baking - Re: Strange baking
 on: November 20, 2020, 12:46:00 pm 
Try to bake the normal map in Substance Designer (or Marmoset Toolbag) with 'skew correction' option activated. There is no such option in the Painter normal baker unfortunately.

Substance PainterSubstance Painter - Baking - Re: Strange baking
 on: November 18, 2020, 12:49:21 pm 
You do not want those harsh, 90 degree angle polygons in your high res model, and also not in your lowres model if you want to bake normals. It not really is a high res model at all, insert bevels on all the edges, model the grooves/ rills as they would be in real life.

There isn't a lot of difference between your high and low models, it might not make sense to bake normals at all. Just insert simple bevels at the edges, then texture the low res model directly without baking normals.

Substance PainterSubstance Painter - UV Tiles - Re: How to get hi-res alphas?
 on: November 12, 2020, 07:03:31 pm 
I do not work with real time engines often, I don't have a lot of experience in that area. In general, if you want to use the asset in Unreal Engine ect, the UV layout definitely needs to be optimized far better.

About 50% of the available UV space is wasted in your layout. You want as little empty space as possible. You need a good UV unwrapper/packer like RizomUV to do this efficiently. Moving the UV islands around manually will not give you the best possible layout.

Also, you have a lot of elements/plates in your model that look similar. You do not need to texture each one of those separately. Instead, texture one single plate (or one version of each fundamentally different plate), then use small mapped planes (single polygons with separate UV layout, mapped with your alphas) to position the stamps on the plates you have duplicated in Unreal.

It does not make sense to put extremely high resolution textures on a large wall with barely any detail, just to have enough resolution for some small stamp you want to put into a corner. Use separate geometry for the stamps.

Substance PainterSubstance Painter - UV Tiles - Re: How to get hi-res alphas?
 on: November 12, 2020, 10:40:10 am 
It essentially boils down to a good UV layout that optimally utilizes the available UV space. If you don't get enough resolution,  split the UVs into multiple UDIMs.

Upload the object somewhere if you want us to take a look at it and point out any issues.

The effect is dependent on lights and HDRI lighting obviously. Strong highlights will not be visible the same way if you do not use the exact same HDR image with same rotation setting in Marmoset.

I also can't tell if the textures were correctly assigned to the material in Marmoset, or e.g. if you use the correct normal map format ect, as there are no details about that in your posting.

I read that it only works with the correct amount of displacement. How do I find that correct amount though?

Also, when exporting displacement maps from ZBrush, they do not have this grid pattern to them. Why is that?

In this case I can't use ZBrush unfortunately, as it is not possible to bake maps from one object to other.

I bake displacement maps only very rarely, so I have almost no experience in that regard.

I have modeled several patches (sewn onto clothing) in ZBrush, and added seams to them using separate geometry. Now, I would like to bake a displacement map onto the lowres version of the patches (that don't have the seams as separate geometry, I would like to bake the seams into the displacement map).

It kind of works, but the displacement map that Designer creates looks strange to me. It has a grid-like pattern to it that doesn't look correct to me.

What could cause this? How do I eliminate this grid pattern?

Substance PainterSubstance Painter - UV Tiles - Re: Export Textures wrong?
 on: October 26, 2020, 11:25:04 am 
The file names are fine but one of the textures is wrong, 1002 is fine but 1001 isn't showing what I see in the viewport?

Seriously, if you think about it for a second, how are we going to help you with this problem without seeing on our screen what you see on yours?

File names are fine? So what? One of the textures is wrong? How? It doesn't show what you see in the viewport? How does it differ?

Post screenshots...

I was doing low for high model Baking, and it looks like the position got lost?

Position of what? High poly compared to the low poly? Open both in your 3D modeling app and check if they are in the same location. Freeze all transforms, bake again.

Apart from that, there is nothing in your screenshots that could help us understand the problem. If possible, upload lowres + highres meshes somewhere so we can check them out directly.

Export the textures using the '2D_View' export preset (see screenshot). It will export the 2D viewport into a color texture.

Use the 2D_View template to export the textures.

I am unaware of other possibilities apart from anchor points and exporting -> re-importing the normal map.

Quite a workflow you have there. Whats keeping you from generating all the UVs in Rizom? There are plenty of options to generate UVs for unimportant elements quickly.

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