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Messages - michael_11

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strange - both of the normal maps look the same

I am curious, what happens, if you export your fbx from modo with "save smoothing groups" on?

please don´t think I am ignoring your explanation, but if I look at the comparison at the bottom of your image, between the left and the right image - it really looks to me as if the left cubes show one single smoothing group (smooth), while the cubes on the right side have separate smoothing groups for each face (faceted)

I imported your cubetest_lo.fbx into 3dsMax - and the faces don´t have smoothing groups assigned. Different engines interpret faces without smoothing groups in different ways: some engines display them as faceted (separate smoothing groups), while other engines display them as smooth (single smoothing group)
btw, why does the shader on the left side look different from the shader on the right side (the left one looks way more reflective)?

So i still would be tempted to think, that your issue has nothing to do with the normal maps :)

Substance PainterSubstance Painter - Discussions - Re: Height Reversed?
 on: November 06, 2019, 09:26:07 am 
add an invert-filter

in the properties of your mask generator, under "curvature" you can set it to edges, cavities, dual or unprocessed

Workflow advice: I like to set all sliders of a mask generator to 0 and then dial them in one by one (starting with the curvature) to avoid confusion

make sure to have all mesh maps baked, and for best curvature driven results consider using a "curvature from mesh" bake, which you can bake in designer and import to painter

interesting stuff, would like to read that paper as well

what engine are you targeting?

Substance PainterSubstance Painter - Discussions - Re: imported a psd image
 on: September 10, 2019, 12:19:53 pm 
I think what you want to do is add a mask to your top layer and add a generator to this mask (and/or other effects, such as a a paint layer)

do you have two screens with different sizes/ratio? I sometimes have issues with my old cintiq and my laptop screen confusing windows and resulting in weird interface behaviour

in Designer, you just have to make sure to create the correct output nodes - you can mix your channels/inputs however you like (use RGBA split and RGBA merge nodes)

this looks like an issue with smoothing groups

ind 3dsMax, if there are no smoothing groups applied, the mesh is displayed, as if each face was a separate smoothing group. However, if you import such a mesh into other tools, they display those faces without smoothing groups assigned in a different way (this might be what you call airbagging)

so I would check the smoothing groups (in May it would be soft/hard edge normals) as a first step

non uniform scaling of a stencil would save my day right now

hope it will be added at some point

looks like a refresh symbol to me

All soft edges
Add the following to MEL to the toolbar
Select poly click to add MEL

not sure if making all edges soft is the right answer here? Or am I getting this wrong?
when baking normal maps, applying soft edges for this kind of sharp angle will always cause issues. It really depends on the engine, but a rule of thumb is, that the maximum angle to bake without adding hard edges or bevels lies somewhere between 60 and 90 degrees.

make sure to add enough padding to your bakes. and you could make use of your UV space in a much better way. why not scale up the smaller parts and get rid of those rings (adding them back to the larger UV shells)?

I never use cages for baking in painter, but adjusting the distance settings instead is a good idea. Best to start with too low values (resulting in empty "islands" in your normal map) and then dial the values up until you get a clean normal bake.

and one last advice: don´t drive yourself crazy by looking at your bakes too close up. Sometimes it´s a good idea to apply some materials and look at it from a reasonable distance to get a better understanding of the visibility/relevance of artefacts.

you are not RMB clicking the layer, but a layer effect

RMB click the square layer icon on the right side of the eye

nice :)

Substance PainterSubstance Painter - Baking - Re: Issue with Baking
 on: August 05, 2019, 10:21:32 pm 
since all of your small elements (knobs and alike) have a modeled outline, I would cut the UVs and give those parts more UV space.

I personally have this rule of thumb: the smaller a part, the more UV space it gets (relative to its size). It´s also a nice way to fill up unused UV space ;)

sorry, I thought this is about painter :/

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