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Messages - UrKungFuNoGood

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1
Substance PainterSubstance Painter - Discussions - Re: Bake Search Depth
 on: March 02, 2019, 05:32:57 am 
oh that's good to know thank you.
I totally mistook the problem as I forgot that I had stacked shells on this model!

2
I just model with edges set to hard until I'm ready to bake. I agree. Looks like garbage to have low poly soft edges while you're trying to model.

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Substance PainterSubstance Painter - Discussions - Bake Search Depth
 on: February 26, 2019, 12:02:10 am 
I have a high poly that has raised panels. The panels are two units above the low poly. I can only set the front search depth to a maximum of one.
What do I do?
This is affecting every map. I'm using Maya LT and I just baked the normal map in Turtle (flipping Y of course) and that's fine (though not ideal) but after getting that in, I noticed this limitation affects every baked map.
If I bake world space normal in Turtle, what settings should I use to get a map compatible with painter? Do I have to flip any of those channels or swap axes?
Guess I'll find out since I'm baking a default world normal as I type lol :)

OH nevermind on the world normals for this model... I have overlapping UVs... duh

OK decided to just make give up the UV space and lay out unique UVs, made a cage, and that fixed it for baking in Painter. But now I have a problem with that POS Maya LT Turtle renderer. After laying out UVs to unique space it's only baking one shell. Doesn't matter if I use a cage in that bake or not.
Why can't painter see simple color from texture sets on the high poly and bake those to the single texture set on the low poly???

4
hi bit late but I see you are using a mix of hard and soft edges on your low poly.
Try making all the edges soft.
This will eliminate hard shading seams like you are getting and it will also reduce the vertex count when the model is rendered in game.
When you have edges set to hard, what happens is the vertex normals are unlocked and split so that they align with their designated face. This means your game engine will have to split the mesh everywhere there's a hard edge.
When edges are soft, shared vertex normals are unified.

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Substance DesignerSubstance Designer - Discussions - Re: Fonts?
 on: February 19, 2019, 02:48:39 pm 
Oh I hadn't thought of that. I just installed the font by double-clicking the downloaded .ttf file.
I'll reinstall it with "all users" flag. Thanks again.

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Substance DesignerSubstance Designer - Discussions - Re: Fonts?
 on: February 19, 2019, 02:13:35 pm 
That's great Nicolas thank you!

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Substance DesignerSubstance Designer - Discussions - Re: Fonts?
 on: February 19, 2019, 12:42:31 pm 
It's a donationware font from dafont.com

https://www.dafont.com/nulshock.font

Thanks Nicolas :)

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Substance DesignerSubstance Designer - Discussions - Fonts?
 on: February 18, 2019, 08:53:28 pm 
How do I get a true type to be available in the text node?

I have it installed on my system and also copied it to the font folder in the SD directory but it doesn't show up.

Does SD only read OTF?

9
yeah the library question was an afterthought and I figured it out a minute after posting lol
Thank you. It really helps yeah?

Great idea with the tile generator too thank you!

10
any way to get a 2:1 document to display properly in the 3d view without importing a resource made for that?
I don't mind if it tiles twice vertically on the cube but I can only see to set tiling globally and not discretely to either U or V.
Can I park an FBX somewhere in one of my Designer folders and have it show up as an option in the 3d view scene menu alongside rounded cube, rounded cylinder et al?

11
Hi there!

I'm a bit late but what you started in SD looked pretty dope! For the more floral pattern, you could try with a splatter circular to get the basic shape and a few transform nodes should do the trick!

https://imgur.com/6npXZdc

Hope it'll help for your next try :D
Now I want to stop working on my door and make a bunch of stuff with that technique! lol
Super Pauline. Thank you!

12
Substance DesignerSubstance Designer - Discussions - Re: Flood Fill Problem
 on: February 11, 2019, 05:05:59 pm 
STEAM version
2018 with the December update.
I figured out a workaround for this one but a lot of the time I just have to abandon ideas... :/

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Substance DesignerSubstance Designer - Discussions - Flood Fill Problem
 on: February 11, 2019, 03:57:06 pm 
So haven't been able to use flood fill for a while now and today I really kinda need it as I can't figure out a workaround.
I always get at least one fill that breaks in half.

Today I am getting a 2x2 checkerboard when trying to use flood to random grayscale.

What I have are 50 vertical strips of solid white with thin black insterstices. This is the result when adding flood to random grayscale:

14
Dimension uses an in-house raytracer (it was using Vray in its first version) and uses the MDL format for its materials, same as iray.
Substance materials either from SD or SP will render 100% identical in Dimension already.

Ah, that makes sense then, perfect bedfellows...

Surely it's not a coincidence that both SD/SP and Adobe Dimension both now use IRay

This is not a criticism or a slight, merely an observation ;)
It's probably because of nVidia and CUDA cores.

15
I wanted to buy Maya out the gate. When Autodesk went to subscription only (with that laughable pricetag to boot) I bought Modo instead. Straight up bought the perpetual, not the indie.

Yaknow, people may diss the Foundry but they did ok by my book when they "changed Modo to subscription."
  - Got a perpetual?  It's all yours forever.
  - Want a perpetual?  Sure, we got those, too.
  - Want maintenance to keep your perpetual updated?  Sure thing, and you keep the latest copy of the software forever, even if maintenance expires!  Hey, if you get maintenance when you first purchase Modo, we'll even knock $200 off every year, as long as you maintain it.  Let's reward the loyalty.
  - Just want the software for a couple of months?  Here's the subscription options.  You can't keep the software after it runs out, but this'll get you through your current project.
 
It's like... something for everyone.  And so much better than -any- plain subscription model.  I can't understand why more companies (Autodesk, Adobe, etc.) don't offer both and everything in between.
I have to agree but Adobe will kill perpetual. What can you currently buy perpetual from Adobe? Unless I'm uninformed, nothing.
This is my biggest complaint. I want to return to game design and bought Painter a month ago. I would have bought a perpetual license from Maya but now I rent LT. At the end of this "rental" I will not renew, I will move to Blender. Autodesk lost money on me. 2k give or take iirc.
I have used Adobe's photographer bundle for three years now but now that there are robust alternatives to Lightroom and Photoshop, I am going to let that subscription expire as well. Adobe lost 700-ish bucks on me.
I love the community, and I love the support of devs like Wes and Jeremie. Joining this niche of artists had an underground feel to it.
At the end of the day, WE ALL want to take our passion and turn it into financial reward and security. I wish Allegorithmic all the best on their new journey.
But I hope Allegorithmic understands that we counted on Painter and Designer to help US turn our passion into financial reward and security, and at the core of this shitstorm, that is the reason for such a violent reception. A lot of us feel as if our dreams have just had the carpet yanked out from under. And that's scary.

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