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Messages - CAGameDEV

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Please provide the .blend file or your OBJ/FBX.

Substance PainterSubstance Painter - Baking - Re: Normal Map Baking artifacts
 on: February 12, 2021, 08:27:27 pm 
I personally always work High to Low and do manual retopos and my Low is always matching perfectly so as long as I work my edges first then making sure the silhouettes match then filling the rest.

I'm not a fan of duplicating highs and just collapsing edges. With the current retopo tools we have today it honestly takes very little time to retopo hard-surface pieces. Something like this would be maybe 15 minutes of work. Either way there are different workflows and you'll have to pick what works for you the best.

Majority of baking issues I've helped fix are usually from people who do not make a low off their high manually as they forget more adjustments need to be made to match better.

It looks like your density is too low on faces you're baking those details onto. Without seeing the meshes I cannot be sure but you can test this by taking those faces where that detail is and putting them onto another UV tile and scaling it up to see if the issue is still there.

I fixed a few problems like this for others yesterday, 100% texel density related.

Substance PainterSubstance Painter - Baking - Re: Normal Map Baking artifacts
 on: February 12, 2021, 05:31:21 pm 
Can you upload the mesh with your changes made?

I took a look at your low and high quickly at that spot, you can see they don't match up. Your high is in teal, and low purple. When baking you should try to match them as best you can so the silhouettes are the same.

This is my quick guess to the problem. This holds true all the way through as well.

Substance PainterSubstance Painter - Baking - Re: Normal Map Baking artifacts
 on: February 12, 2021, 05:02:55 am 
If possible please include your low and high poly mesh.

What kind of mask are you using? If it's procedural or bitmap, you can use the Blur filter, but you can only use use Smudge on something you've painted.

If you use the Blur filter, you can then Add Paint above it and your painting won't be affected by it. If you drag the filter above your painted layer, it will affect it.

You only have to add a passthrough layer. It doesn't matter if it is a fill layer or not, it will get effected.

Example using a fill, plus a paint, plus the passthrough layer then manually smudging, then adding a blur on top:

So yes, you can use smudge on procedural layers.

Can you attach a log file as per:,22451.0.html

Are you sure you don't have an AMD GPU? I see you're listing Intel(R) HD Graphics 4600 Graphics, but integrated GPUs are not supported.

If you have more than one stack just use a passthrough paint layer in the mask and manually smudge/blur unless you want to do it as a filter. Works great for this.

Answered in Discord [SOLVED].

UVs for that part were outside the 0-1 space. They needed to be within tile 1001.

Just to address the UV issue first. If you check your parts you'll find that you're using different UV channels for some. When you export everything out as an FBX you want to keep the UV channels consistent as Painter will only read your first slot per piece - UV Channel 0.

Just as an example I just picked the correct maps based on your  UV layout, and combined them and removed the others. You don't have to remove other channels, just make sure the UVs you want are in the first channel slot.

Once done it will load the UVs into Painter just fine:

Can you attach the door OBJ or FBX?

Can you attach your Maya file? There are certain requirements you need to get your mesh as in from Maya to Painter.

Substance PainterSubstance Painter - Baking - Re: Crash during baking
 on: February 07, 2021, 06:18:08 am 
With testing your meshes myself I can only advise to decimate the high poly.

I've baked meshes in the millions without issues.

The problem is because your good UV map is in UV CHANNEL 1, but you have the bad UV map in UV CHANNEL 0 which is the one Painter will load by default and cannot read any other one.

So either delete the bad UV map, or swap it so you have this:

If you can upload the .blend file I'll take a look.

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