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 - mrEC

Pages: [1]
1
I am rendering using Arnold render in 3dsMax, I played with the settings of the normal map but nothing helped to fix the inverted lighting look it has :



As you can see without normal map it looks just fine so the mesh has one single correct and unified normal direction :


The viewport of Substance Painter looks like this :


What could be the issue here? any help would be appreciated.

Edit : a reddit user nicknamed 'markaamorossi' helped me to solve the issue..the problem was that it was lacking that special image component of Arnold that I was not aware of which has to be set to linear color space and now it finally renders as it should (It's worth mentioning that he also said to make sure to use the tangent space option) :

It can't just be a regular image texture so the material editor now looks like this :
Thanks to him I was able to fix it.

3
You can create custom alphas and import them there to make some nice materials. :) Don't forget to stack all UVs for each quad.

EDIT - forgot quads were stacked. :D
Oh I did not know, thank you for the tip.

5
I just want to create a simple material for use in Substance Painter with custom texture and so on, nothing too complex or deep, so is it even possible to do that within SP? or you just have to use Substance Designer for that (for creating even simple materials) ?

6
Set the brush Alignment to UV. Your UV layout looks absolutely messy and unusable for Painter though, you need to fix that first.

I know it's messy since I made a very quick unwrap UVW setup for the test but even though I changed the brush alignment to UV it still does not ignore the invisible faces and does not paint on the visible faces.

7
Turning the backface culling off does not ignore these invisible faces (which has their normal facing inwards like shown in the pic I included).

So how can I tell it to ignore these faces so I can paint on the mouth model without having to be in it?

8
The orientation of your UVs are not the same, thus generating seams in your normals. Allign them more closely and the results will be better.

Do note, the errors are also visible (though barely) in your second image; much less strong though because it seems the UVs in that one are more alligned.

It is impossible to orient the groups of separated UVs perfectly the same direction, but I don't think it matters, what matters is that the mapping is not stretched (squares means its ok) also I don't see any errors over the seams area, it is perfect, I'de appreciate it if you could mark it with red line so I could get an idea as to what errors you exactly refer to since frankly I can't see any on the 2nd image.

I've chosen green and it is very vague indeed but UV orientation does actually matter for your normals.


I just can't see what is wrong with it, it looks fairly ok to me, even if you are right and there are some flaws with the mapping of the texture then I guess it is fine since it is so small and insignificant and vague as you say, so I am ok with that (BTW I tested it and apparently the smaller the resolution of the painting the more issues it has between the seams, no matter how good the mapping is, so at 1st that is why I had that issue so visually noticable since I was painting on 1k res' and then when I painted on 4k res the issue was gone).

9
The orientation of your UVs are not the same, thus generating seams in your normals. Allign them more closely and the results will be better.

Do note, the errors are also visible (though barely) in your second image; much less strong though because it seems the UVs in that one are more alligned.

It is impossible to orient the groups of separated UVs perfectly the same direction, but I don't think it matters, what matters is that the mapping is not stretched (squares means its ok) also I don't see any errors over the seams area, it is perfect, I'de appreciate it if you could mark it with red line so I could get an idea as to what errors you exactly refer to since frankly I can't see any on the 2nd image.

10
Did you export the normal map in the correct format (OpenGL/ DirectX)? Try to open up the normal map in Photoshop, and invert the green channel. Might fix the seam issue.

UV layout looks funky to me though, looks like some automatic unwrap. Always do it manually, place seams where they are least visible, and make sure the UV islands are not rotated in some random fashion.
Thanks, Yes I did, I don't know what was wrong on my previous texturing test attempt but this time around I picked 4k res and used the height map for the bump and it all looks perfect now (perhaps I was using the wrong map for the bump effect so it looked messed up).

11

Apprently the UVW mapping is fine, but the exported texture from SP in 3dsMax does not appear to be matching over and between seams..why is that and how can I fix it?

Pages: [1]