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Topics - GameDev Couple LTD

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When exporting from maya 2018.1 we are getting this error, claiming that some of the normals are null. The model is fine and it only seems to be painter that has an issue with it. This is causing the normal map to bake completely flat.

Can anyone else help us?

I saw a thread that was a while back claiming similar issues that were fixed and then unfixed, it seems they have become unfixed again?

It says:

"[Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed"

Also log export is just not exporting. The dialog disappears and no log is exported no matter what destination I select.

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Substance PainterSubstance Painter - Scripting - Scripting API
 on: April 11, 2018, 05:46:35 pm 
We would love to start writing plugins as one of us is a software engineer with a background in tools development, is there an API reference?


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Good evening!

My girlfriend and I are in the middle of developing a cooking game for VR using Unity 5, and have purchased a license of substance indie for her to use (I am a programmer and she is an artist so we are a skeleton crew team) last week. We also use Maya LT for modelling, rigging and animating.

We've had a play around in all 3 of the programs and watched the majority of tutorial videos aimed at beginners that seem relevant to us, but we are a bit confused on what is the best workflow for us to use given that we have all the programs.

Correct me if i am wrong, but it seems that both SD and SP can be used to texture and bake maps for a given model, but SP allows Photoshop-style fine editing in 3D space, whilst SD's main advantage is that it can produce procedural materials cutting the cost of art assets.

So my question is what is the best workflow for us to use given that we are making a relatively low-poly game for VR where we would like to maximize perceived detail through texturing and shaders.

Some more direct questions:

Should we bake maps in SD or SP?

Should we use the Unity 5 project setup or the metal/rough / specular/glossiness?

Some tutorials show multiple materials being assigned in maya to make selection and assignment easier in SD/SP, but does that mean the imported model in Unity 5 will have multiple materials and thus multiple draw calls and if so, is there a way to bake all the materials out into a single material if they all share the same shader?

A lot of materials show using a high and low poly mesh, however if we are creating a low poly game should we still use a high low mesh and if so how would you recommend we go about this?

Sorry for the long post but thought it best to ask all my questions at once so I don't keep popping up here :)


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