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Topics - kiwi.hawk.nz

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1
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?

2
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>

3
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?

4
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

5
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

6
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

7
Content - Substance Source - What pray tell it this?
 on: June 27, 2017, 11:57:12 am 
Kia ora

I brought some silks of the source and tried to open them in player and bitmap only to get

Linking : Linker VersionVERSION_NUMBER_11018040May 31 2016
Linking : Started.
Link process failed: Invalid assembly or version.

I don't get it

8
Kia ora

I brought the "Female. Rigged Base Mesh" (not if sure I should paste link here digital Nude and a different company) anyway I'm not understanding why this has a metallic sheen and weird lines through it ever in Max. There's a Max pose model, a High Poly obj and a low poly obj when I try to load them into substance I get a weird light cast over the body and metal like sheen showing up the legs. I did not how screen shots so as not to offend the faint hearted non adults here.

I maybe need to find a private way to send the model package linking a $99 dollar TurboSquid package here would be stupid.
Its bad enough having to air ones problem in public at best, some issue are best private but seems not now days.

9
Substance PainterSubstance Painter - Discussions - Projection tool
 on: August 04, 2016, 08:08:37 am 
Kia ora

Am I to understand after trying I CAN'T use the projection tool to stamp/project an image onto my model,. eg: Knee, fingure nails, toes nails and say navels that kind of detail from a small image and or say a normal map to add that detail to a body for example. It's looking to me like I'd need to make materials of those body parts to use as stencils to project that detail.

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Substance DesignerSubstance Designer - Discussions - Change the font sizes
 on: February 02, 2016, 01:27:27 am 
Kia ora

Is there a way to addjust the font size's in the graph window. I'm finding that even tho
I have the icons round 50 sq; mil in size the text is still something round 4 or 5 point. I like to
be able to bring it up a little

11
Kia ora

I started off and watched the "Substance for Unity 5: Creating PBR textures for environments" and found it for  users who know what theyer doing.  so I went looking for the kick starter/beginners series and can't find one.

I got the model painted some what in SP and brought it into SD to trim up put dirt on and make the substance but after getting each texture set in and coneccted to a base colour I lost I can find any tutorial that teach's me what to do next.


Just food for thought for you guys

A beginners course done with that series a step by step doing that model and small terrain to a working enviroment in Unity with a wee break down on the difference if it where UE4  would go a long way to getting people startig out up an running with a better understanding of both SP and SD. It would need all the hows and whys to get new starter off the ground. theres to my knowledge anything that does that ad give a realtime insight to what a project from start to finish looks and feels like.  I know it'd be a lot of work, but I believe that such a course would be a great asset to your product. needs to have some "we use this node for because" to give users an understanding, specially SD, basiclly a "Substance for Unity 5: Creating PBR textures for environments" howto

At this point it feels like designer is being left behind and not supported tutorial wise

12
Kia ora

Is ther a filter or blender what ever you may have called it to filter
textures on to an objectic masked by a splatmap I'm trying my hand at
thexturing an obj terrain. I have (if maybe some what crudley) got my dirt/sand, grass's and rocks
blending I now want to apply them to the terrain using the red blur and green channels of the splatmap
as a mask to filter where the dirt, grass and rock is placed.

My hope and dream is to maybe be able to create a substance I can import into say Unity or UE4 and drop
on a terrain and have a base texture done and dusted

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Substance PainterSubstance Painter - Discussions - Fallout 4 textures out put
 on: November 20, 2015, 01:11:31 am 
Kia ora

I know it's early days at this point but will there in time be the ablity to export Fallout 4 ready textures
for modders and content creaters making content for Fallout 4?

This will be a dds format somthing to do with DXT10 or something like that. I don't fully undertsand the details yet I know Skyrim used a DXT5 setting

14
Kia ora

I been trying to make some turntable scenes in Toolbag.

I paint up an get my model ready and find I can right click and send a smart matrial
to the share but not to my drive so I can import it to Toolbag 2.  Toolbag will import a sbsar file but I can not export them from SB nor can I send them to Designer or B2M for export. this mean remaking and trying to get attributes correct in toolbag. this makes displays a real timely process

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Substance PainterSubstance Painter - Discussions - Trying to do standard
 on: October 20, 2015, 08:55:17 am 
Kia ora

Quote
Quote from: froyok on August 12, 2015, 12:24:18 pm

    I'm not sure we will be able to help you very precisely since modding for Skyrim is not something we support officially.

    However while Painter create a project for physically based rendering by default, you can easily change the channels and the default shader to setup an other workflow. Here is a blinn phong shader : https://dl.dropboxusercontent.com/u/9804576/BlinnPhong.glsl . This should render your asset to look like something similar to what Skyrim does. Note that your project will need the following channels :
    - basecolor (will be considered as a diffuse channel)
    - specular
    - glossinesss
    - emissive (optional)

    That's all I can suggest.


While I understand the Skyrim is old and not a game you support, it is but one situstion where standard, eg:
 - basecolor (will be considered as a diffuse channel)
    - specular
    - glossinesss
    - emissive (optional)
BlinnPhong shading is likely used.

I thank you for the shader you supplied for me sadley when I use it the object goes pink and not colour will show at all. my log spills the folowing:

Code: [Select]

[GenericMaterial] BlinnPhong.glsl:6 | Special comment that is not a 'state' or a 'param' definition
[GenericMaterial] BlinnPhong.glsl:15 | Special comment that is not a 'state' or a 'param' definition
[GenericMaterial] BlinnPhong.glsl:29 | Special comment that is not a 'state' or a 'param' definition
[GenericMaterial] BlinnPhong.glsl:50 | Special comment that is not a 'state' or a 'param' definition
[GenericMaterial] BlinnPhong.glsl:103 | Special comment that is not a 'state' or a 'param' definition
[GenericMaterial] BlinnPhong.glsl:107 | Special comment that is not a 'state' or a 'param' definition
[GenericMaterial] BlinnPhong.glsl:124 | Special comment that is not a 'state' or a 'param' definition
[GenericMaterial] BlinnPhong.glsl:129 | Special comment that is not a 'state' or a 'param' definition
[GenericMaterial] BlinnPhong.glsl:133 | Special comment that is not a 'state' or a 'param' definition
[GenericMaterial] BlinnPhong.glsl:137 | Special comment that is not a 'state' or a 'param' definition
[GenericMaterial] Creation of the shader BlinnPhong failed


So it looks like I'm not able to do as I thought I would be able to do.
I did how ever try that export option:

PBR SpecGloss : Name and export textures needed for a regular Specular/Glossiness PBR workflow. (The textures are converted from the BaseColor/Metallic workflow)

But it did not convert anything, just gave me the same out out as PBR.
Not sure what I'm doing wrong or if it's just a limitation of the software.

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