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Messages - CAGameDEV

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1
Your high poly mesh does not require UVs to bake down.

2
I'll try to get something for you tomorrow, if not on the weekend.

3
Not sure what happened as Maya was showing it different like that... Both had scales 1,1,1 and were different sizes. I ended up taking your high and low into zBrush then exporting it back out and now it works fine in Maya.

Also I would suggest not using ASCII on your High Poly, but use BINARY. You'll save file size, plus it is faster to load in. Unless of course you need it to be ASCII due to some custom loader. In zBrush on export just select [Bin].

I'll post back later with the solution regarding the bake now that I have workable versions of the mesh.

4
I can show you but you need to provide proper meshes. Your low and high are not matching in size and position, thus they wont bake correctly anyways. I also checked the low poly, the splits are not correct to bake and avoid such seams due to the clashing.


5
This can also happen for another reason. If your normals are facing correctly but your scale is negative on the part it will do this. Using Reset XForm in MAX fixes this problem.

6
If the face is not double sided then of course you wont see it unless you use another shader in Painter.

Most likely user error with the mesh so please provide the mesh part in question causing the issue and I'll take a look.


7
Are these hard edges split in your UV map? I made an example awhile back in the Discord server regarding this:

The problem - if I bake without adjusting ray distance, and using a cage:



If I bake the high on the right with the low on the left (moved apart to just show, they're in the same spot prior to exporting), you'll see that edge isn't visible anymore.


8
Make sure your normals are facing correctly, then in Painter use the Metal Rough with Alpha Blending shader to see both sides of a single face.

9
Substance PainterSubstance Painter - Baking - Re: Baking issues
 on: January 21, 2021, 06:45:31 pm 
You'll want to make sure you're dealing with a mesh fully converted to tris prior to Painter, even more so because of your n-gons when using booleans if you haven't done so already.

Make sure you're baking by mesh name as well if you're not dealing with a contiguous mesh.

https://docs.substance3d.com/bake/matching-by-name-182256530.html

10
Add an anchor, reference it to a Fill Layer's Mask, extract the Alpha and you can change the color in the Fill Layer. Toggle off the Paint layer with the anchor as well.


11
If you're working with Metal Rough and exporting out you'll see the Spec template uses converted maps so if you have a Base Color, Metal, Roughness it should export out fine.

Are you working in Spec Gloss instead and trying to use this template? If so just duplicate the template and swap out your converted maps for the non-converted ones for the Diffuse, Gloss, and Specular.

12
You can only link until February 2021. Once this is done you will be able to download and access the standalone version. See: https://forum.substance3d.com/index.php/topic,36193.0.html

You don't need to re-link anything after.

13
See the pined topic about this.

14
Substance PainterSubstance Painter - Discussions - Re: Problem with rivets?
 on: January 20, 2021, 06:07:33 am 
I took a quick look and don't see a problem as per the screenshots you posted.





Unless I'm missing something of course. Maybe upload the .spp file?

15
I was just about to post about this!  ;) Your light issue only matters if you're baking light or exporting as per 2D, not actually exporting maps like Color, Roughness, Metal, and your Normal. Don't go by material view, check each channel in the drop down in the viewport.

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