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Messages - Raymond Anderson 0

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Substance PainterSubstance Painter - Discussions - Texels density sorted.
 on: October 08, 2020, 10:14:33 am 
Finally sorted out my Texel density problem. Actually took the test models into 3 DS Max and unwrapped there, then flattened and normalized , then packed custom.  So I am happy with the test welds. here is a link to my P Cloud folder to view the 2 tests. There is always a problem uploading pics to the forum... seems to be a bit hit and miss.  These are only 2 test pieces to get the Weld profile I want. the actual model will have a total of 107 welds using a mix of these profiles. https://u.pcloud.link/publink/show?code=kZH5QFXZ4iDeUucLkRLOxLjVrQy5Kp6iRuMV

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Substance PainterSubstance Painter - Discussions - Re: Texel density.
 on: October 07, 2020, 11:35:20 am 
CAGameDEV, Many thanks for the links / info  also for having a look at the unwrap, much appreciated. I am gradually getting there with Painter,  most models I let painter unwrap them and works fine, just thought I would try to get to grips with the manual unwrapping / texel density adjustment.  In reference to the gap between the uv shells  should I move each piece closer to each other, [ I presume that is what you are meaning ]  I can easily move them in 3 DS Max.

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Substance PainterSubstance Painter - Discussions - Re: Texel density.
 on: October 07, 2020, 09:18:11 am 
https://u.pcloud.link/publink/show?code=kZTupFXZlslYB7aysWLpOx8H3nmkkLlUFyy7  Can't upload a couple of screenshots to the forum so have created a P Cloud folder and put them in there.  [ Link above ]  If any of you learned folks have some time could someone cast their eye on them  The pics are of a model unwrapped in 3 DS Max... also not sure how to export the Unwrapped model into Painter.

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Substance PainterSubstance Painter - Discussions - Texel density.
 on: October 07, 2020, 07:23:51 am 
Hi Folks,  I have a model created in Solid Edge [ Mcad ] It is one model made up of 12 parts that I have combined by a boolean  so in effect the 12 parts are now seen as 1 part. I had to do this because the parts will be Welded together . My welds are terrible in Painter some areas are fine but others are horrible. I have been informed that I need to alter the Texel density on certain areas  Question is, how would I go about that process ?  I do have 3 ds Max if that can be used but.. not a clue as to how to go about it.  [ The welds are fine on small areas but rubbish on the larger areas ]

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Substance PainterSubstance Painter - Discussions - HDRI background.
 on: October 03, 2020, 06:00:20 pm 
I usually use only a plain solid colour background for my models but have now decided to try using an actual HDRI environment.  Tried it just now but when I save the render and open the pic ,the background is not showing...  just a white sort of checker board. I would like to show whichever the HDRI I use ... if possible.

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Being fairly new to mesh models  I would just like to say that I have noticed vast improvements in the auto unwrapping , had a  few models before that always tripped up the auto unwrap, but the latest version handles them superbly. Well done to the Dev team.

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Substance PainterSubstance Painter - Discussions - Smart material.
 on: June 23, 2020, 06:29:45 am 
I am using a Smart material for a particular model, (Chipped worn paint)   I would like to wear off some more paint and expose the bare metal at certain areas that the smart material leaves the paint on. I have played around with the mask ect but still need it off certain areas. Is it possible to maybe add a layer and a white mask somewhere in the layer stack?  I have tried adding a layer and white mask at various places but can't get the paint to wear off and expose the metal.  I like the particular smart material just need to alter some areas.

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Just looking at your screenshot of the 2 d /3 d view compared to mine and both are identical.  so there is something I am not getting

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I am following the workflow for Keyshot.  I did notice that in the screenshot of the external rendering set up I am following The CONFIG shows  Document channels + Normal + AO [ no Alpha ] I make sure the template is set to Keyshot 9 File type based on output template and it exports 7 textures but all are in the export folder as png.  Now  If I ignore the Config [ as shown in the Substance  workflow information ] and select Keyshot 9 then there are only 5 textures In the export folder and they are now in a folder as .sp. there is also the obj which I take it is the mesh and an mtl file.

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I have put the export screenshots into the same folder as the pics,   in case you want to see my exports ect.  I have also included the export folder and contents.

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Yes,   looks great,  The motor was not exported into keyshot  only the small simple part. How on earth did you get them like that ?  as you saw my attempt,   Did you un wrap in Painter then apply the textures? or un wrap in another software.  Your versions are exactly the thing I am after.  This gives me hope.

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https://u.pcloud.link/publink/show?code=kZylWUkZQuMBEQ50ddkRVya1bRxY2j7rmOdy  Here is the link to a p Cloud folder. I have put in the 3 pics of my first attempts,  and the painter file from the simple keyshot part and a screenshot of what it looks like in Keyshot. Also the complex assembly of a motor [ complex for me ] that I have started to texture. Give me your valued opinion.  Many thanks for you help, it is much appreciated.

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I don't have google drive or Dropbox.  I use pCloud  If that will do.  I can easily put the model and the Painter file into a folder that you can access when you have time.  Just let me know and I will set that up and send a link for you. Can also put in the pics of the parts that I have rendered well [ I think ] and you can give me the verdict on them . Thanks for your help / Patience with this.  There is so much to learn for me, it is a case of little steps lead eventually to big ones [ hopefully ]

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I would send the file but trying to attach pics or anything else on here is hit and miss.  I un wrap in Painter because it is a complex model and I certainly would not know where to begin trying to un wrap in Blender or other such software.  I will have to work up to that stage.   Split uv shells, Sharps ect ?  I will have to eventually work up to that.  I think my biggest problem is I am so used to Brep from the Mcad software which generates precise data,  once I get into Vrep...  fish out of water.  I will get there i'm sure of that.  I have already had some good success in the more simple parts  Would post some pics for your thoughts but as I said it's hit and miss and I have enough frustrations without adding more :)

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Partial success, doesn't quite match the texture location on the actual model but its a start.  Might just be a case of trying to alter the texture location in Keyshot.

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