Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - pimhendriks

Pages: 1 [2] 3 4 ... 13
Can you send the scene?

I don't think it's possible right now but it's something I very much want as well. I've made a uservoice request for it.

Did you do this?

Perhaps the effect is not running at its intended resolution?

Increase the tessellation factor. I think it's just lack of polygonal density.

Hi, try this filter on your fill layer.

Multiple ways to get to something like this. I think I would rebuild the fluid noise so I can more easily separate the drips.

Alpha / grunge are very difficult to get right but there are packs available though I wouldn't be able to name any that fit your description

Substance PainterSubstance Painter - Showcase - Re: Wastelander
 on: August 05, 2019, 04:52:40 pm 
Just saw this pass by on ArtStation. Nice job on making that paint feel thick and peel-y. What'd you render this in?

Looks like a UV mismatch. Check if the UVs of the mesh in Maya are the same as the one in Painter.

A normal map like that represents 2 flat sloped surfaces.

Substance DesignerSubstance Designer - Discussions - Re: Complete Beginner.
 on: August 01, 2019, 01:48:30 pm 
You cannot "open up" an sbsar. It's an archived file format. You can use it in a new graph but not check out the internals.

Quite extraordinary. I'm very curious to look under the hood.

Noone cares about this stuff?

I guess people care but it's irrelevant to the purpose of Substance Painter / Designer I think. Stochastic texturing becomes interesting at a rendering stage.. not really before that. Intermediate solutions like texture bombing (Designer terminology is Splatter I think) suffice for the needs of the current texturing process. There's only so much information that fits in a texture map.

Are you using any symmetry to your mesh / uv? Could cause part of it.

Pages: 1 [2] 3 4 ... 13