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Messages - Raymond Anderson 0

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Being fairly new to mesh models  I would just like to say that I have noticed vast improvements in the auto unwrapping , had a  few models before that always tripped up the auto unwrap, but the latest version handles them superbly. Well done to the Dev team.

Substance PainterSubstance Painter - Discussions - Smart material.
 on: June 23, 2020, 06:29:45 am 
I am using a Smart material for a particular model, (Chipped worn paint)   I would like to wear off some more paint and expose the bare metal at certain areas that the smart material leaves the paint on. I have played around with the mask ect but still need it off certain areas. Is it possible to maybe add a layer and a white mask somewhere in the layer stack?  I have tried adding a layer and white mask at various places but can't get the paint to wear off and expose the metal.  I like the particular smart material just need to alter some areas.

Just looking at your screenshot of the 2 d /3 d view compared to mine and both are identical.  so there is something I am not getting

I am following the workflow for Keyshot.  I did notice that in the screenshot of the external rendering set up I am following The CONFIG shows  Document channels + Normal + AO [ no Alpha ] I make sure the template is set to Keyshot 9 File type based on output template and it exports 7 textures but all are in the export folder as png.  Now  If I ignore the Config [ as shown in the Substance  workflow information ] and select Keyshot 9 then there are only 5 textures In the export folder and they are now in a folder as .sp. there is also the obj which I take it is the mesh and an mtl file.

I have put the export screenshots into the same folder as the pics,   in case you want to see my exports ect.  I have also included the export folder and contents.

Yes,   looks great,  The motor was not exported into keyshot  only the small simple part. How on earth did you get them like that ?  as you saw my attempt,   Did you un wrap in Painter then apply the textures? or un wrap in another software.  Your versions are exactly the thing I am after.  This gives me hope.

7  Here is the link to a p Cloud folder. I have put in the 3 pics of my first attempts,  and the painter file from the simple keyshot part and a screenshot of what it looks like in Keyshot. Also the complex assembly of a motor [ complex for me ] that I have started to texture. Give me your valued opinion.  Many thanks for you help, it is much appreciated.

I don't have google drive or Dropbox.  I use pCloud  If that will do.  I can easily put the model and the Painter file into a folder that you can access when you have time.  Just let me know and I will set that up and send a link for you. Can also put in the pics of the parts that I have rendered well [ I think ] and you can give me the verdict on them . Thanks for your help / Patience with this.  There is so much to learn for me, it is a case of little steps lead eventually to big ones [ hopefully ]

I would send the file but trying to attach pics or anything else on here is hit and miss.  I un wrap in Painter because it is a complex model and I certainly would not know where to begin trying to un wrap in Blender or other such software.  I will have to work up to that stage.   Split uv shells, Sharps ect ?  I will have to eventually work up to that.  I think my biggest problem is I am so used to Brep from the Mcad software which generates precise data,  once I get into Vrep...  fish out of water.  I will get there i'm sure of that.  I have already had some good success in the more simple parts  Would post some pics for your thoughts but as I said it's hit and miss and I have enough frustrations without adding more :)

Partial success, doesn't quite match the texture location on the actual model but its a start.  Might just be a case of trying to alter the texture location in Keyshot.

AhHa , I'm with you now. Never knew about that. Will go try again.  Many thanks for your help with this.

I am un wrapping using the Auto unwrap in Painter, then applying the textures. Then export the textures into Keyshot Pro.  I did notice just now that Keyshot can un wrap,  will have a try with that and see how that works. The model is just a simple cube with a hole through it  for me to test, so it is nothing complex.

 I am just doing as I would as normally  in Painter ie,  import the obj then  texture it as needed then export to Keyshot Pro 9.3.  Yesterday was the first time I had tried Keyshot with Painter so obviously there is something else I need to do before exporting the textures.

Substance PainterSubstance Painter - Discussions - No UV coordinates.
 on: June 19, 2020, 07:24:12 pm 
Hi folks, just tried importing some textures created in Painter into Keyshot Pro 9.3.  I got the error message no uv coordinates for material could be found.  Any idea on what I am doing wrong.

Substance PainterSubstance Painter - Discussions - Re: Mesh size
 on: June 14, 2020, 02:34:09 pm 
Thanks for the extra info.  14 Million + triangles IS  daunting to say the least lol.  So in order to try and avoid that monumental task I tried importing the model as an OBJ [ FBX was the format that caused it to crash ] so OBJ it was , more in desperation than hope  and success... it unwrapped it fine took approx 7 mins, so not to bad.   Will now go and look for some complete beginner tutorials on Blender [ and I mean complete beginner ] I find most [in fact all ] the ones I have looked at are aimed at folks with at least a working knowledge of mesh models. which rules me out.  What I need to find is for instance ..unwrapping a simple part [ a cube or such like ] and then progress from there.  Fun times ahead I think.


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