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Messages - staglaitor

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1
Substance PainterSubstance Painter - Discussions - Re: 2d-pattern over 3d
 on: November 23, 2019, 07:43:39 am 
You need to lay out the UVs accordingly.

Thank you for your reply

It is not possible bcoz it was just a simple example - the real object is here
https://imgur.com/di8AzDZ
It has quite complecated geometry form

2
Substance PainterSubstance Painter - Discussions - 2d-pattern over 3d
 on: November 22, 2019, 08:39:31 am 
Hi

https://imgur.com/IehnGsw

How can you see on the picture i have used Tri-planar to unfold 2d-pattern over the3d- surface without rupture (breaking) but Tri-planar failed.
How can i cover this 2d-pattern over 3d surface with continuty of the pattern?

Thanks

3
Hi

https://imgur.com/IehnGsw

How can you see on the picture i have used Tri-planar to unfold 2d-pattern over the3d- surface without rupture (breaking) but Tri-planar failed.
How can i cover this 2d-pattern over 3d surface with continuty of the pattern?

Thanks

4
Hi

https://imgur.com/IehnGsw

How can you see on the picture i have used Tri-planar to unfold 2d-pattern over the3d- surface without rupture (breaking) but Tri-planar failed.
How can i cover this 2d-pattern over 3d surface with continuty of the pattern?

Thanks

5
Hi

https://imgur.com/fZNxBTH

Can i draw a curve along discontinuous path automatically?
As you can see on the picture that the black-colour-path is interruptible an discontinuous
How can i restore continuity of the path

Thanks

6
Hi

https://imgur.com/4AJtdYc

As you can see the pattern (bubbles) is cut off by uv-island and does't move along the surface.

Thanks

PS

Edge of the UV-island cuts off the pattern's black-thick-line
As you can see the thick-line on the pattern is continuous.

7
Substance PainterSubstance Painter - Baking - How to export thicknmess map?
 on: November 11, 2019, 02:58:38 pm 
I have baked thickness map but failed to export it
https://imgur.com/Qa09Ri6
How can i do it?
Thanks

8
Hi

I just begin to learn designer...
How to enforce edge-select-node to work?
It doesn't work

https://imgur.com/y0t8bVv

Thanks

9
Substance PainterSubstance Painter - Baking - Where is edge selecting?
 on: September 14, 2019, 08:36:44 pm 
Hi

I have middle-poly model without any normal map and other maps
I loaded this model into painter and generated all maps without loading highpoly model. Succededexcept one map (Id color map).

Then i used generator to highlight convexity edges on the model but all edges are not thin and even moreover they are "softy and dirty"

https://imgur.com/SriAAXA

How can i get thin and even convexity like this?

https://imgur.com/xUNunw1

I'm wonder-struck - is it real that subs-painter can't solve such simple task?

Thanks

10
Substance PainterSubstance Painter - Discussions - Impossible convexity
 on: September 14, 2019, 02:11:04 pm 
Hi

I have middle-poly model without any normal map and other maps
I loaded this model into painter and generated all maps without loading highpoly model. Succededexcept one map (Id color map).

Then i used generator to highlight convexity edges on the model but all edges are not thin and even moreover they are "softy and dirty"

https://imgur.com/SriAAXA

How can i get thin and even convexity like this?

https://imgur.com/xUNunw1

I'm wonder-struck - is it real that subs-painter can't solve such simple task?

Thanks

12
What you see here most likely is related to padding, this is used to avoid visible texture seams by duplicating/ stretching the border pixels of each UV island. This stretching is only happening outside of UV islands, so not a problem at all.

Thanks for your reply

Yes you are right. It doesn't influence on result-appearance of the model.
But the customer demands that all texture appearances were clean and clear.
How may i exert influence on this artifact to lessen it?

13
hi

https://imgur.com/a/jbJh3

I processed textures in Painter and exported them.
All textures have stretches in many places.
How to avoid it?

Thanks

14
Thanks for your reply

you want everything as is, but without the black seams. Right?

not quite - if i somehow remove these black lines, - all the same, - i will not see coincidence of marble-patterns between neighbour uv-islands

Texture patches that are based on uv-islands should have gradient-transparent boundary's to join together without rupture in overall texture of the 3d object

15
https://imgur.com/a/Mw8Op

the contours of the texture patches should be gradient-transparent
and when totate 3d-object in viewport,- we don't see seams, - we see mixture on gradients parts of the tyexture-uv-patches
We see solid stone texture!

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