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Messages - michael_11

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706
Substance PainterSubstance Painter - Technical Support - Painter seams
 on: March 08, 2014, 05:27:59 pm 
Hi,

another question: I am getting seams at the geometry borders

here is a screenshot:



I had posted this question already in the closed beta, but no answer so far...

707
thanks for your reply!

but this is the same model that is beeing used in this video tutorial:
http://www.youtube.com/watch?v=-5etbHsktVM&list=PLB0wXHrWAmCySp_VNKLGkvefO3xIiNtyY

in the tutorial, you can see, that the model´s UV´s are ok and allow much higher detail than what I am beeing able to achieve

so it must be something else


708
thanks!

709
Hi,

I have just opened latest substance painter release and started to work with it - my problem is, that I have a very low Painting resolution, although document size is set to 2k

here is a screenshot of how the "bullet impact" tool looks on my model:



can anybody point me in the right direction, plz?

710
Substance DesignerSubstance Designer - Discussions - Re: Viewport Gamma
 on: March 08, 2014, 02:34:28 pm 
so my basic question is: if I have black diffuse, black metallic, white roughness, shouldn´t the result be a pure black?

711
Substance DesignerSubstance Designer - Discussions - Re: Viewport Gamma
 on: March 08, 2014, 02:44:17 am 
Hi,

yes, I am using PBR, here is a screenshot with PBR on the "Hoody"; diffuse pure black, metallic black, roughness white



I had assumed, that this should give me a black color in the viewport, not this flat grey, that´s why I believe it is overexposed

712
I had the same errors; switching the input textures from raw to jpeg solved the issues
wouldbe nice to be able to change bitmap format for multiple selected maps at once (didn´t work for me)

713
Substance DesignerSubstance Designer - Discussions - Viewport Gamma
 on: March 07, 2014, 01:18:19 pm 
Hi,

I am just following the latest tutorials, great stuff! my only problem is, that my substance viewport looks as if gamma was too high

in contrary to the tutorials, the overexposure seems to be caused by the black input color of the metallic output - as soon as I plug a white color into the metallic output, the overexposure seems to be gone

I looked for "substance viewport gamma" via google and within this forum, but I found no answer to this problem

other than that, I really love substance designer. the learning curve is somewhat steep, but it´s a very rewarding process, and the baker is just AWESOME, guys!

thanks in advance!

714
thanks!


715
Hi,

here are some screenshots:
http://www.storage.maehring.at/CGpics/SD_NtoH_01.jpg
http://www.storage.maehring.at/CGpics/SD_NtoH_02.jpg
http://www.storage.maehring.at/CGpics/SD_NtoH_03.jpg

so I have to turn normal format to openGL, I guess - but why not direct X (which I use to build my game in unity)?

and one more question, if your don´t mind: how can I make normal maps stronger, if I am using "normal mapper"?

thanks for your help!

716
is there anybody out there?

717
Hi!

I tried to use substance designer to convert a normal into a height map - the results look strange, washed out, not much correlation between normal and height map

where do I find information about how to set this up? (yes, I have googled it)
at the moment, ndo gives me much better results, but I am sure, substance can do this as well

I want to use the heightmap for parallax (RTP shader, unity)

718
SubstanceSubstance - Discussions - Re: output maps
 on: January 28, 2014, 02:29:38 pm 
was able to export bitmaps now...

the reason why it hadn´t worked earlier was that I had used a sbsar file

from the sbs file export works

but to me it is still unclear why exported bitmaps work, while substances don´t

719
SubstanceSubstance - Discussions - Re: output maps
 on: January 28, 2014, 01:53:57 pm 
Ok, now that all generated maps show up in unity, I ran into the next problem: I can´t assign those maps to my terrain composer texture slots; I get the error:

"InvalidCastException: Cannot cast from source type to destination type.
TerrainComposer.draw_terrain (Int32 space) (at Assets/TerrainComposer/Editor/TerrainComposer.js:5601)"

so I thought myself, let´s just output the maps bitmaps from substance, without substance; but when I rightclick the substance and select "export outputs as bitmaps" I get the message "there is no output image to export from the selected graph"

I feel like an idiot

any ideas?

720
SubstanceSubstance - Discussions - Re: output maps
 on: January 27, 2014, 06:30:22 pm 
thanks, man!! that was the problem!

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