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Topics - peter_paterson

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I'm a bit confused.  I have an active maintenance on Painter and Designer.  When I launch Alchemist I am met with the Activation Wizard.  So I fill in my details to be met with the "Your Substance Alchemist [trial] license has expired" message.  Was thsi always just a short trial period?  I thought until it was launched we could keep on using it?

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Substance PainterSubstance Painter - Showcase - Russian BA-64
 on: December 16, 2018, 04:29:51 pm 
Russian BA-64.  Substance Painter with a touch of Quixel for the mud.  Modelled and rendered in Modo.

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Siluro a Lenta Corsa - WW2 Italian Mini-Sub

Modeled the Siluro a few years back and wanted to re-texture and place in an environment.

One of the things I have learned for the next environment project, is that set dressing is important and require far more than what I have put into this scene.

Modeled in Modo, Textured in Substance Painter and rendered with Redshift in Houdini.


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I'm really pleased with how this turned out for my first foray into environments.  Modo and Substance making a great team.  Reviewing the project, I can see a few bits I'd do differently.  I had a great time with this project and itching to find another that floats my boat.  I'm going to the Substance Day in London on the 21st June - hopefully meet a few of you there?

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Substance PainterSubstance Painter - Showcase - Messerschmitt 163 B1a Komet.
 on: February 05, 2018, 11:43:04 pm 
Messerschmitt 163 B1a Komet.

Modelled in Modo.

I have started the textures in Mari but wanted to give Substance Painter a go again after seeing how well Mike Jagodzinski's - FT 17 tank turned out. When SP can paint across UDIM's it will be my go to texturing app.


Rendered this time in Redshift for Houdini.


I imported a version of the model with no canopy to get AO and Edge maps within the cockpit. Next time I think I will prefer the maps to be available for the canopy rather than the cockpit.



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Substance PainterSubstance Painter - Technical Support - High Definition Mesh
 on: January 30, 2017, 09:56:57 am 
Hi Guys

Currently I only use Substance Painter on my high poly meshes from Modo and at this time not interested in a low poly workflow.

However, I'm assuming I therefore don't need to point Baking > Common Parameters to a "High Definition" version of my mesh?  And that the Curvature, AO, Position and Thickness maps will be generated just fine or should I still tag the High Definition Mesh anyway?

Hope this make s sense?

Thanks

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Substance PainterSubstance Painter - Showcase - Hansa Brandenburg W.29
 on: January 26, 2017, 02:16:44 am 
Hansa Brandenburg W.29 - Modo [Modelling, UV's and Render] Substance Painter [Textures]


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Hi

I've noticed that SP is taking a long time [I'm talking a minute or two, not seconds]to generate thumbnails of both Materials and Smart Materials.  Then it will do the same when I restart Painter.

Any ideas whats causing this?

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Substance PainterSubstance Painter - Discussions - Almost giving up on Mari
 on: October 23, 2016, 11:44:47 am 
Love the ability to output 8K maps for Modo!  Now, if Painter could seamlessly paint across UV shells I would be happy to remain within Painter for all my texturing  :)

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Hi Guys.

Is there a way to paint out UV seams in Substance Painter?

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Modelled in Modo, textured in Substance Painter and rendered in Modo.

Turntable Animation here - https://youtu.be/CAlnxLJl74g

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Siluro a Lenta Corsa - Mini Sub.  Modelled in modo, textured in Substance Painter and rendered in modo.

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Hi. Newbie question.  Is is reasonable to break a 3D model up into separate parts in Modo, bring into SP as separate projects and then export the textures and combine again in the 3D app?  I'm trying to figure workarounds to the 4K texture limit/lack of udims.

See Link

https://www.pinterest.com/pin/369506344407299448/


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I know that Substance Painter doesn't support UDIM's.  However, if I split my model into different parts in my 3D app and UV these different parts separately.  If I import my model into Substance Painter, does that mean that each 'texture set' will be linked to a separate UV in Substance Painter?  So I can leverage 'more' texture resolution for my model when I import back into my 3D app?

Found the answer here :) - 5 minutes or so in.
https://www.youtube.com/watch?v=qv2su73jCrU&list=PLB0wXHrWAmCyJEDZLLQvusBxDbskFmh9K

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