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Messages - pimhendriks

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16
Can you send the scene?

17
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.

https://allegorithmic.uservoice.com/forums/261284-substance-painter/suggestions/38313178-separate-multiple-2d-3d-viewports

18
Did you do this?

19
Perhaps the effect is not running at its intended resolution?

20
Increase the tessellation factor. I think it's just lack of polygonal density.

21
Hi, try this filter on your fill layer.

22
Multiple ways to get to something like this. I think I would rebuild the fluid noise so I can more easily separate the drips.

23
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

24
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?

25
Looks like a UV mismatch. Check if the UVs of the mesh in Maya are the same as the one in Painter.

26
A normal map like that represents 2 flat sloped surfaces.


27
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.

28
Quite extraordinary. I'm very curious to look under the hood.

29
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.

30
Are you using any symmetry to your mesh / uv? Could cause part of it.

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