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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.

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.

Substance PainterSubstance Painter - Discussions - Re: Texel density.
 on: October 07, 2020, 09:18:11 am  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.

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 ]

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.

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.

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.

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

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.

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.

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.

12  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.

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 ]

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 :)

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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