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Messages - kiwi.hawk.nz

Pages: [1] 2 3 4
1
Kia ora

Watching video 3 and your masking. Can I use the same trick with say smart materials for a Dark-age Fantasy like look for armour made up of say bronze copper and leathers

Be a nice 3a video to see a sample of how you might do that, or is that out side your comfort zone <Smile> gven the way you LIKE to work :D

2
Kia ora

I have spent ALL day looking at and moving parts about so ALL related parts are on the same UV space
BUT I still get this message which is not that human friendly if you not a programmer

[Scene 3D] Errors have been found while splitting meshes per UDIM tile:
Mesh 'Waist Chain link Gem' has a vertex in an invalid UDIM tile: 1.7831, -0.477183
Mesh 'Waist Chain link Gem' has a vertex in an invalid UDIM tile: 1.78314, -0.477267
Mesh 'Waist Chain link Gem' has a vertex in an invalid UDIM tile: 1.78899, -0.491931
Mesh 'Waist Chain link Gem' has a vertex in an invalid UDIM tile: 1.78314, -0.477267
Mesh 'Waist Chain link Gem' has a vertex in an invalid UDIM tile: 1.7831, -0.477183
Mesh 'Waist Chain link Gem' has a vertex in an invalid UDIM tile: 1.78184, -0.461373
Mesh 'Waist Chain link Gem' has a vertex in an invalid UDIM tile: 1.76292, -0.456267
Mesh 'Waist Chain link Gem' has a vertex in an invalid UDIM tile: 1.78184, -0.461373
Mesh 'Waist Chain link Gem' has a vertex in an invalid UDIM tile: 1.7831, -0.477183
Mesh 'Waist Chain link Gem' has a vertex in an invalid UDIM tile: 1.78184, -0.461373
Mesh 'Waist Chain link Gem' has a vertex in an invalid UDIM tile: 1.76292, -0.456267

I have no idea how I fix it,  any help would be great

Thanks in advance to those who can read and make human sence of this

Edit:

Opps almost forgot, could this be related or even the reason Painter crash's if I try to go into the iRay screen?

3
Kia ora

I asked quite a while ago about having a better way to export files from B2M

It wonder full that it puts a neat suffix on the file name for the type it is but if you do
as I have been trying to, working through 72 odd files to forma a library having to edit EVERY file for EVERY set
to change the file to reflect the input file name from:

Bitmap2Material_3_Base_Color.tga
to:
Rock_Moss_Cover_Rock_Base_Color.tga

Well to say that is painful is an understatement to say the least I'm wondering if there's been any head way made to maybe have a Prefix that picks up the input file name


4
Kia ora

I asked quite a while ago about having a better way to export files from B2M

It wonder full that it puts a neat suffix on the file name for the type it is but if you do
as I have been trying to, working through 72 odd files to forma a library having to edit EVERY file for EVERY set
to change the file to reflect the input file name from:

Bitmap2Material_3_Base_Color.tga
to:
Rock_Moss_Cover_Rock_Base_Color.tga

Well to say that is painful is an understatement to say the least
I'm wondering if there's been any head way made to maybe have a Prefix that picks up the input file name

I do understand the first rely was "we could do this better"  or close to that and thing take time I hope not to much
this is killing me and I'd be really put out if I had to do a run like this again<smile>

5
Content - Substance Source - Re: Pine_Forest_Floor.sbsar
 on: October 31, 2017, 10:35:39 am 
Kia ora

I just brought Pine_Forest_Floor.sbsar and have tried 5 times to download it and it fails

Pebble_Beach_Small, Persian_Red_Rock and Rock_Dasht_Iran

ALL failed to is there somit broken?


Ok after some hours and on another machine I manage to get them all

6
Content - Substance Source - Pine_Forest_Floor.sbsar
 on: October 31, 2017, 04:34:49 am 
Kia ora

I just brought Pine_Forest_Floor.sbsar and have tried 5 times to download it and it fails

Pebble_Beach_Small, Persian_Red_Rock and Rock_Dasht_Iran

ALL failed to is there somit broken?

7
Indeed I do I brought the sub package, I do I still need to learn how to drive it and setup good workflows

Edit

I add

I'm trying to convert my textures to use with Alloy for Unity and it's saying I need mip-maps when I load a normal am I right in guessing I need to do each texture in Designer to get the correct setup for Alloy?

https://www.youtube.com/watch?v=Pc5f0SsBsrs&t=374s

8
Kia ora

Why is the NO option to use the current file name in the base name pattern. I'm trying to create a folder of terrain textures
for the purpose of saving me making each time I want some, at this point I have a lovely job of renaming 9 file for each texture manually which is a massive waste of time, if it's  called Cliff_Grassy_d.tga then why does it need to be called Bitmap2Material_3_Base_Color.tga rather than Cliff_Grassy_Base_Color.tga

Making a set of terrain file for Alloy in Unity has jus become a large drawn out hassle

9
Substance B2M & Substance Player - Substance B2M - Bm2M Pro
 on: October 05, 2017, 06:13:48 am 
Hi, it must be due to the fact you still use the demo version.
To download the commercial version, login on our website (www.allegorithmic.com), then click on the "Download" button.
You should then have access to a download link for the commercial version.

Cheers

I have two issues I have a sub and am now getting water marks in the view-port and when I try to download from my account I get


XML Parsing Error: undefined entity
Location: chrome://downloadmgr/content/downloadmgrOverlay.xul
Line Number 85, Column 5:    <key id="dmt_key_findDownload2"
----^

I'm using firefox and have NEVER had this before

I'm even less happy about having to work through water marks


Edit

After using Chrome I was able to download a new copy of the same version file and install that and have now no water marks, it strange as the file name is so much the same it put a (1) after the downloaded file

10
Kia ora

Ok so I read this (Topic: About "merging texture sets" at export : here are our plans) and that's no dout why the staff ignored me so far

I'm still wondering if there is a way to simply remove the background at export, dure we still have to re load in PS and hand merge, BUT if the user is a little smart about laying out UV he can place things so they DON'T fall in the same UV space, it's then much simpler to merge the layers into one map because the cutting of all the extra stuff in not needed. This to me is still non destructive because it's a check box at export that does the cutting at export leaving the project in tack

11
Kia ora

I just wasted a load of time reading about the merge texture set issue only to find it scraped, sad, really sad.

Can we at least have transparent maps I make sure I have the UV's for parts place on the UV space so the don't overlap
that way I don't have to fight with substance to make ID's that don't work the cloth, metal leather etc is a separate mesh for easy of painting, if the texture outputs where transparent ( no background ) I could drop the layer into a single texture to place on the original model that I have left unchanged to save braking rigging and the like, so I still have to mess about cropping out backgrounds and merging layers because this process was dropped.

The changes you made to help with hiding mesh's STILL does NOT help those who need to merge for other reasons

12
Kia ora

Is there a way to bake from the low poly AND use an existing normal or height map for detail so they blend into the new bakes?

This would be handy for doing re-colours where you don't have the high poly model and jus wish to maybe do a texture re colour or make a new optional texture set for a game model your modding and you jus want the normal and or height detail

if not maybe its a nice feature to have an option in the baker under add high poly to add normals or displacement

13
Thanks for the reply

Great thats a load off I was beginning to worry

14
Kia ora

May I ask just so I'm clear, my monthly sub, is that for all three programs and the source or just for Painter at near $30 dollar NZ it'd be way to rich to pay per program and source on to, would be over $100 per month here

15
Guess I need check my version then Thank you

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