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Messages - michael_11

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As for the UV layout, I'm still relatively new to mapping and layout efficiency. Could you guys clarify on how it could be better? If it's because of the large space around the shells on the right, I kept the shells at that size in order to keep a uniform texel density with the other shells. I also have them all under one shader so that in Substance, I can have everything textured and exported under one set. I would gladly accept constructive criticism on anything here.

if you have separate smoothing groups/hard edges, you have to split the UV shells and move them apart (add padding between them).
more info on this topic here:, esp

a word about texel density: My rule of thumb is, that I start the UV layout with consistent texel density and then fill the empty space by making the UV shells of the smaller parts bigger. Usually resolution issues are more obvious on smaller parts, that´s why I do it like this.
Needless to say, that with your way of modeling the blade, you waste tons of texture space. I would just mesh that flat part in or alternatively model that part flat without the indent (the indent could be in the higpoly only). Then you might even be able to get away with a rectangular (half sized) texture.

so much texture space wasted

also you have to split and pad your UVs along hard edges

troubleshooting advice: triangulate your mesh before exporting and see what it looks like. Maybe you are able to find vertices, which have to be welded/removed?

looking at your screenshots, it almost looks like there are two blade geometries (?)

blind guess, that this is because the curvature map in the Painter baker is generated from the normal map, so it is not continuous across UV shell borders

that´s why I bake my "curvature map from mesh" in designer and then use it in painter

it is a strange workaround, given painter uses curvature so heavily - but I am confident, the curvature from mesh baker will be added to painter hopefully soon :)

lovely asset btw - hope you can figure out what´s going on with the normals

first thing I would do in such a case is to lower the baking distance and see what happens. Keep in mind, that the baking distance is relative to the bounding box of your model.

I think for ID maps you will always get blurry areas between different IDs/UV shells, because this is how the baker interpolates between ID colors.

I assume, that you are planning to use Painter to for painting/texturing

so why not duplicate your model in Max, attach everything to one mesh, reset xform, use this one for texturing, and then apply the resulting textures to your original model with pivots, transformations and what not.

that´s a limitation to Painter´s color picker

I agree it would be great, if it would work outside of the viewport

Substance PainterSubstance Painter - Baking - Re: Weird baking result
 on: June 24, 2019, 02:49:44 pm 
for this kind of question, a UV snapshot also helps

not sure, why you would want to use an imported black mask, when you can rmb click a layer and add a black mask within painter

but you can always use imported masks by adding a fill to your mask

sorry, Jeremie and Froyok

from Froyok's answer it wasn't evident to me, that he had tried to reproduce the issue (this also goes for the linked thread regarding the clone tool)

Please attach a log file :

Froyok, the described issue is so easy to reproduce, who would need a log file for this?

same goes for this thread:,27263.msg106336.html#msg106336

just take 5 minutes and try it out and be a part of the solution, instead of the landscape

Substance DesignerSubstance Designer - Discussions - Re: make tile
 on: June 03, 2019, 02:36:11 pm 
thanks for your reply, Luca

adding a mask is a good idea

I added a gif showing, what smart auto tile does with the default settings - I am having a hard time making sense of what is going on here
for one, I would assume the smart auto tile node to primarily affect the borders
secondly, I don't understand, how that transform is supposed to work and why it doesn't have any numeric values in the instance parameters window
basically, if I wouldn't want to affect the center of my image/texture, how would I do that?

generally speaking, I have to say, that all of the make tile nodes are very counter-intuitive.

I will try putting together a make tile node myself, or at least sketch up something, and then share it here

Substance DesignerSubstance Designer - Discussions - make tile
 on: May 31, 2019, 11:13:36 am 
Not sure, what I am doing wrong... I am unable to find a good "make tile" solution in designer

I have never been able to make sense of the "make tile photo" nodes (as pointed out in the thread linked below, even the horizontal and vertical values seem to be messed up)

and the "smart auto tile" node doesn't work for me either:
with the default settings, the "smart auto tile" node changes the "size" of my input height, but I just want to work along the edges to remove some seams - also, why don't we have numeric values for this transform?

since making stuff tile is such a common task, I was wondering, if there are any tutorials about this, or any advice

thanks, Michael

another thread about this:,26352.msg110763.html#msg110763

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