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Messages - daniel0711@web.de

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1
Thanks Jeremie,
I did, Etienne wrote me, and sent a solution, thank you guys!

2
@padamowicz If your current maintenance ends on November 29, you'll be able to upgrade one last time for an additional year of maintenance on October 29th (maintenance upgrades can be done up to one month before their end date. It will not deduct a month, the new maintenance will start at the end of the previous one).
After that year, so in November 2021 you may need to switch to Steam or to the subscription. In any case, we will likely have transition programs letting you switch to the other offers with a discount.

To add to my posting above. Is this then the way to go if I already have a perpetual? Or am I basically screwed and have to REBUY it over steam? This whole change is frustrating and confusing as we obviously can read throughout all this thread!

@OldFlak .- sure that's what we all feared - but hey since Adobe stepped in some crucial long -wished updates were made to SP. So it has 2 sides to that coin.

3
Hi Jeremie,
I own a perpetual license (maintenance ends 30.11.2020) plus once won a subscription (which expires in January 2021).
So how do I renew my maintenance of the perpetual license after all? Subscribe to yearly?

In the past years this was possible for a discounted price on monster-sale for around $75 - I don't see the option at the moment.

PS: the new website style makes me nervous...way too overloaded with anims and such.

4
Heavy in production now, and this freaking white circle.. it just won't stop. It drives me crazy.
Also, the sliders got worse-I did not change a thing. Maybe Windows update cleared the reg changes.
All Pen settings are like recommend by Substance-.
I won't get rid of that damn white circle., that's such a pain!!
Does Substance finally have a guideline for Cintiq users?

And my specs are here:
https://forum.substance3d.com/index.php?topic=31837.15
Iam on a Cintiq 27QHD DTH DTH2700 ,https://cdn.wacom.com/f/ipi/0x032a/IPI-DE.pdf
Drivers 6.3.38-2 - so slightly newer then the ones you test with.

5
word

6
In my opinion the whole model import interface needs an overhaul. We can't decide if we want to skip a split up into texture sets by material yet. This issue is also discussed by others in various topics, talking about production pipelines where we change shaders or UVs on the fly and always have to be dead certain how you named your shaders when you want to reimport to SP.

So basically what you did is ok, if you want to have more freedom in hiding stuff and outputting into folders, as you can name your outputs $textureset_Diff01.$udim  the only big culprit here is that EACH material will receive its own outputs, there is no UDIM merge of these separated texture sets.

Which makes the whole material assign option senseless to me, except you already split up smart beforehand planing to export in various folders when production pipeline demands this.
So i myself just apply a script beforehand that removes any materials, then i go for the new UDIM workflow. Sure only have a pile of UDIM numbers. If you then have to work on production assets with tons of UV tiles..meh..

7
I was wondering too but found it. Its not $uvtile or $textureSet (legacy workfflow) set but

$udim

sure makes sense - only confusing if you used substance since years and used $textureSet

8
Hi everyone, I even don't understand the new workflow.
I mean ok, we can paint across udims now. But what do I have to do to get textures exported with the UDIM number?
What is the correct tag we need to use here?
Edit found it : $udim makes sense. Pretty confusing $textureSet was the previous one for legacy workflow.

9
I assume I have the same Problem then?
I thought I could sub "divide" the Texture sets by materials to even have it easier to isolate them in SP.
On export i realized it wont merge them into their relating UDIM sets but just name them exactly with the texture sets name. (_laces.diff ect.. so no UDIM tag).

So how can we keep the UDIM tags at the end? using legacy workflow or unassign materials before importing a mesh?

10
Substance PainterSubstance Painter - UV Tiles - Re: UDIMS and seams
 on: July 28, 2020, 04:39:52 pm 
Thanks for getting me a good solution here, that helped!
I will use this settings for such meshes on my other projects they work pretty good on the full body too!
fixed the Seam issues.
----
To the base noise we see on the mesh - I figured out that this Subdivision/export already has them on the mesh.
Seems like a collapsed ZBrush noise. (I am only working with the mesh on a project)

11
Substance PainterSubstance Painter - UV Tiles - Re: UDIMS and seams
 on: July 26, 2020, 12:33:41 am 
great, I pmd you a part of the file via link to my NAS, Could take 15 sec to wake up. Thank you.

12
Substance PainterSubstance Painter - UV Tiles - Re: UDIMS and seams
 on: July 23, 2020, 11:49:12 pm 
Hi Jeremie. how is it going?
Yes the map is baked in Sp. The Noise on the mesh is pretty confusing - its a SD3 export from Zbrush.
I am already in Production with this model - using displacements, spec maps, diffuses - all working seamless across multiple 3d softwares.
Iam not using a high mesh. I bake "from lowmesh", Polyflow is all quads.

13
Substance PainterSubstance Painter - UV Tiles - Re: UDIMS and seams
 on: July 23, 2020, 07:15:41 pm 
I have exactly the same problem.
Seams on Curvature and thickness bakes. No issues in Mari tho.

14
great, looking forward to it.

15
first thing, your low poly should be remeshed to a lower subdiv i would suggest.
Second - your UVs could look a lot nicer, try to set intelligent polygroups for the Zbrush unwrapper (UVmaster) to work with.
Iam not sure what texture sets you have in SP to bake "one by one" as you say.
Except if you applied different materials in another software to access those parts.
Your mesh seems to be a onepart thing  - so bake by name wont work the way you expect I would say.



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