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Messages - Raymond Anderson 0

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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.

17
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.

18
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.

19
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 ]

21
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 :)

22
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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AhHa , I'm with you now. Never knew about that. Will go try again.  Many thanks for your help with this.
Regards.

24
I am un wrapping using the Auto unwrap in Painter, then applying the textures. Then export the textures into Keyshot Pro.  I did notice just now that Keyshot can un wrap,  will have a try with that and see how that works. The model is just a simple cube with a hole through it  for me to test, so it is nothing complex.

25
 I am just doing as I would as normally  in Painter ie,  import the obj then  texture it as needed then export to Keyshot Pro 9.3.  Yesterday was the first time I had tried Keyshot with Painter so obviously there is something else I need to do before exporting the textures.

26
Substance PainterSubstance Painter - Discussions - No UV coordinates.
 on: June 19, 2020, 07:24:12 pm 
Hi folks, just tried importing some textures created in Painter into Keyshot Pro 9.3.  I got the error message no uv coordinates for material could be found.  Any idea on what I am doing wrong.
Regards,
Raymond.

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Substance PainterSubstance Painter - Discussions - Re: Mesh size
 on: June 14, 2020, 02:34:09 pm 
Thanks for the extra info.  14 Million + triangles IS  daunting to say the least lol.  So in order to try and avoid that monumental task I tried importing the model as an OBJ [ FBX was the format that caused it to crash ] so OBJ it was , more in desperation than hope  and success... it unwrapped it fine took approx 7 mins, so not to bad.   Will now go and look for some complete beginner tutorials on Blender [ and I mean complete beginner ] I find most [in fact all ] the ones I have looked at are aimed at folks with at least a working knowledge of mesh models. which rules me out.  What I need to find is for instance ..unwrapping a simple part [ a cube or such like ] and then progress from there.  Fun times ahead I think.

Regards

28
Substance PainterSubstance Painter - Discussions - Re: Mesh size
 on: June 14, 2020, 10:41:36 am 
Hi CAGameDEV,   Could you tell me the way to unwrap the model in another software package,  Maybe Blender...if that is possible as I have that on my machine.

Cheers.

29
Substance PainterSubstance Painter - Discussions - Re: Mesh size
 on: June 14, 2020, 09:24:11 am 
Trimmed the weight of the model down by leaving out all internals. Now down to 15 texture sets and just over 14 million triangles. [ kept the mesh the same size ] Got to 74 % in unwrapping and Painter did not like it. Crashed.  I have had models with in excess of 100 million triangles for use in FEA  so my thinking is Painter has a limit on the amount of triangles in a mesh. The machine I used for this has the following specs,  128 Gb ECC ram, Nvidia Quadro RTX 5000, and 32 cores so Im sure it's not machine related.  I could try reducing the resolution of my mesh but feel that could / would be counter productive when texturing.  I might have to seek out an acceptable middle ground. Bit of a pest though.

30
Substance PainterSubstance Painter - Discussions - Mesh size
 on: June 14, 2020, 08:12:21 am 
Just moved this question as I put it in the wrong forum by accident . Here is the question...  Is there a limit to the number of triangles Painter can support in a Mesh ? The reason I ask is,  I have a model of a part of a marine recuction gearbox that I modelled a while back. now I would like to try to texture it in Painter. Set my mesh size to coarse in my Cad translation software  [ it can be user adjusted to any size if need be ] and my edge length to 36mm.  Meshed it no problem but... the mesh has just short of 37 million triangles. would Painter handle that or should I alter my mesh.  I dont know how long it would take to import it into Painter but it meshed in around 4 minutes. there are 26 colours on the model so that would be 26 texture sets . Also I could remove all the inners gears ect as they will not be seen in the painter model.

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