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Messages - staglaitor

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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?


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


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


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!

21 - uv islads
It is single TextureSet - map of 2048x2048 resolution
I did seams myself. I just didn't paint a stone image over these seams and along these seams
I didn't paint stone texture over the 3d - object.
I just fill UV islands with stone image.
The task is to enlarge uv-terxture patches in order to get gradient transparency of these overlaping uv-terxture patches on 3d - object

Thanks for your reply
My texture was made in modo and upper-flat-surface that you may see on the image is made of 8 UV - island
It is round-symmetry object

Substance PainterSubstance Painter - Discussions - Blending texture patches
 on: January 24, 2018, 12:13:49 pm 
Everybody know about texture seams. Are there any method to blend texture patches together to weaken the seams to zero
May be to overlap them with some transparency?

I say about substance designer ability to determine where geometry elevation exists and where it doesn't
It means if substance designer determines an elivation patch then it paints stone texture on it
Other places should be painted using concrete texture

There is a geometry-cube with square blocks. Solid Object.
There is a procedural texture with drawn squares
Can I proceduraly synchronize them?
Can I make texture squares to corrispond geometry squares?

Substance DesignerSubstance Designer - Discussions - Re: Across uv shell
 on: July 21, 2017, 12:25:26 pm 
I try to export this node scheme as material into Designer and get an error that you may see on the images below
What's the problem?

Substance DesignerSubstance Designer - Discussions - Re: Across uv shell
 on: July 19, 2017, 09:28:51 pm 
May be working in Designer i should form all my nodes into material and export it into Painter. Then I use this material as smart material and lay it over adjacent uv shells of my cube?

Substance DesignerSubstance Designer - Discussions - Re: Across uv shell
 on: July 17, 2017, 02:13:02 pm 
Thanks that you paid attention to my problem

I reproduced stone - cracks from youtube video
48 mitute approximately

My images

Its very easy to  assign these cracks to simple cube coz it has very simple uv-unwrapping and big and whole uv shells
But my Cube has complicated uv unwrapping. I used red circles on the images to show the issue.

Substance DesignerSubstance Designer - Discussions - Across uv shell
 on: July 14, 2017, 09:04:42 pm 
As i know Designer can't lay an image over neighbourly located uv shells/islands
Is it possible Designer so weak software? What to do in this case?

Substance PainterSubstance Painter - Discussions - Re: Sharp edges...
 on: March 30, 2017, 12:02:29 pm 
Thanks for your response. I solved this task by putting one smoothing group on this place.

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