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Topics - wobbiso

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SubstanceSubstance - Discussions - You dev guys need to chill'ax
 on: October 07, 2017, 09:17:14 pm 
Your programs are too strong. You guys are on fire, take a break or something, geeze.

My computer has 12GB of ram. I was able to fully texture a high poly object at 2k resolution while having PAINTER, DESIGNER, UNREAL, and even some google tabs all running in the background. That's actually really impressive.

I've had one instance before where photoshop would kill all my memory by itself. A program that's been in development since before my time.


tldr: your programs are hella optimzed.

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Support for mobile has been in the pipeline for ~3-4 years now, but I haven't seen an update to the topic for about a year. Is progress actually being made, is it being delayed, or is it because of mobile hardware limitations? If it's hardware limitations, then please consider publishing a simpler plugin so artists can still at least adjust material parameters inside the editor.

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Hello!

I have a seemingly difficult problem.

After activating Substance Designer 6.0.0 via file, it has crashed every time after trying to either:
1) open an existing substance
2) create a new substance

Since then, I've uninstalled and reinstalled to 6.0.2 and it still crashes.
I've also already contacted Allegorthmic support and they redirected me here, so these forums are pretty much my last hope. I'm a student in the industry learning 3D art full time and Substance Designer is fairly core to my current workflow. So desperation cry aside... um... help? (my log file is provided)

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Hiya, Allegorthmic community!

When I open my mesh in Substance Painter 2, it doesn't seem to recognize that I have 2 different texture sets. I use the first texture set as my main UV layout that is used for all maps except lighting, then the second set is to give absolutely every UV shell its own space so that lighting can be correct for Unreal Engine. However, Substance Painter is giving me a nasty crick in the neck because it is texturing on top of the 'lightMap' uv set. I know this has probably been discussed before, but I can't find the solution via google, so apologizes in advance.

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