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Topics - seko111

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1
When I use the paint tool with hard surface widgets it always creates a rectangular border around said widgets. I'd like to get rid of the border as I'm intending to use the normal layer as a mask later on. See the attachment, the image on the right is what I'm after.
Thanks, David

2
Hi, I have acquired over 240 substance files over my subscription period so far and since I've recently had to do a windows reinstall, all my substance files are now gone from my hard drive.
I would like to re-download everything from Substance Source, however I really don't want to have to do it manually, file-by-file. Is there a bulk download option I can use? Thanks.

3
I have made a simple plane in Maya and exported it as FBX. I've imported the file into Substance Painter, painted one of its edges red, and now I have red on the opposite edge too. I don't understand why this happens. I did this to get to the bottom of the same problem I've had with a more complex mesh.

As you can see in the screenshots, the left edge was painted red, but somehow the right edge has a slight red to it as well. I've tried changing my brush's alignment from Tangent to UV, to no avail.

How do I keep the edge color from bleeding over to the other side of the mesh?





Here is how the plane and its UVs look in Maya LT:



Cheers,
Dave

4
Hi,

I'm getting weird "stitches" on a mesh I'm importing to Substance Painter after having triangulated it in Blender. I need it to be triangulated as I'm going to be using it in Unreal Engine 4 afterwards. Without triangulation, the mesh looks absolutely fine, however that won't do as UE4's method of triangulation is very different to that of SP's and the model looks weird in game.

The model was originally sculpted, UV-unwrapped and retopod in 3D-Coat.
My pipeline consists of 3D-Coat, Blender, Substance Painter, Unreal Engine 4.

I'm attaching two screenshots, one with the visible stitches on the pre-triangulated mesh and another w/o triangulation, where everything looks fine (but obviously breaks once it gets to UE4).

Any help would be greatly appreciated as I'm running out of ideas.

Cheers,
Dave

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