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Messages - configt

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An height map contains only information about elevation, while a normal map contains vector and can be more precise to describe some type of shapes. Note also that height information is easier to paint by hand. Usually you use height first, and if the quality is not good, you switch to normal.

Perfect thank you.  One last question, if you only have alpha's and find you want to use them as normal textures instead can you convert the alpha with fidelity?

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Appreciate the reply.

I know there are relationships between all the different maps, so height at some point gets baked into the normal map output correct?    If that is the case does it get baked down with better information per your explanation if I use alpha with height info versus using a normal texture?  Guess I am trying to establish when would someone use the normal textures to put detail in versus the alpha with height?

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Was reviewing the Wes tutorials on the si-fi crate workflow and he started with putting in height map texture information using Alpha, then baking and continuing the workflow.  Question I have is you can also using normal textures now within SP, when/why would you chose to use Alpha with height versus normals to create the details?  Alpha are easier to create? Can we not convert eh Alpha to Normal textures?

This is just more for my understanding when/why to make certain choices.  Thank you.

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Worked great, thank you!

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When using the normal textures in SP 2.x as a "stamp" some of them have built in "invert" options.  For the ones that do not is there an easy way to invert the normal texture stamp?

Thanks

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Substance PainterSubstance Painter - Discussions - Re: Don't separate meshes
 on: February 27, 2015, 01:50:56 am 
Thank you for the tip michael_11

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Substance PainterSubstance Painter - Discussions - Re: Don't separate meshes
 on: February 25, 2015, 10:39:30 pm 
Any update Wes if Polygroup support is being looked at and/or considered to create texture sets in Painter?

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Substance PainterSubstance Painter - Discussions - Texture Sets Workflow
 on: February 24, 2015, 04:56:44 am 
Got some good guidance on the 3D-Coat board:

http://3d-coat.com/forum/index.php?showtopic=17441

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Thank you.  I went back and compared the textures to the UV Map and saw how they were off, lesson learned to check that first.

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I keep running into an issue when I try to bring the base color texture back into Zbrush.

I create the UV Map in ZB, export the .OBJ and load into SP.  Paint a simple color over one section, export the Base Color channel and import into ZB Texture and the alignment is all off.  Obviously something is not mapping correctly.

As a test I created the UV Map in Blender instead of ZB and same issue.  If I pull the texture into Blender itself then it works.

What step am I missing in ZB for the UV Maps to align correctly?  Do I need to flip something?

Any assistance would be helpful, thank you

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