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Messages - TooManyDemons

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346
Substance PainterSubstance Painter - Showcase - Re: USMC knife
 on: March 27, 2015, 09:54:19 pm 
you seem very knowledgeable about this stuff! I'll play with that :D Thanks for taking the time, I appreciate it.

I finally fixed the model and i'm calling it a day. I was able to remove all the seams (it turned out to just be a insufficient edge padding on the color ID). As for the map baking, I almost never have problems... this was one of those special cases that lets you know some dark entity from the Pit is visiting (and laughing).

347
Substance PainterSubstance Painter - Showcase - Re: USMC knife
 on: March 27, 2015, 08:43:59 pm 
OK fixed. I think. Scrutinize!

I just drew in the groove with the shape tool, fed it into NDO and erased half of it. Now i'm going to go back into Substance Painter and fix that seam.

348
Substance PainterSubstance Painter - Showcase - Re: USMC knife
 on: March 27, 2015, 07:19:48 pm 
Followed your instructions to the letter. No such luck. Hardening the UV borders and baking out a tiff in Xnormal, then in photoshop switching to 8 bit (in images) and saving out a tga does not work (but it is an improvement!).

I made sure Xnormal's swizzle coordinates were correct, used the default bucket renderer, made sure all the settings were correct and I was using the exported normals (and also tried averaging them), and have officially lost hair on every single setting, and even used cages of various sizes.



I think I may need to simply subdivide the model further but this destroys the lettering on the high poly blade (a modeling error?). I've decided to give up and draw the normal map manually. It's just a groove and some letters on the blade anyway, and I can splice it in with the wood handle. Hooray.

It solves the problem but it doesn't solve future problems. :P I really appreciate the help you guys. From what i've seen Allegorithmic has a great community.

349
Substance PainterSubstance Painter - Showcase - Re: USMC knife
 on: March 27, 2015, 01:46:12 pm 
16 bit or 8 I can't seem to remove the gradient ladder. I've subdivided the original and even triangulated it. I've baked it with unlocked and softened normals. I've baked it in both Maya and Xnormal using a cage. (haven't tried baking it in SD yet, i'll give that a go).

At every level regardless of subdivision/bit depth, the gradient steps still show up more or less. I'm getting frustrated. Anyway, i'll mess with this and come to a solution i'm sure. Such is the joy of 3D art.

350
Substance PainterSubstance Painter - Showcase - Re: USMC knife
 on: March 27, 2015, 11:49:40 am 
OK thank you as well Zelfit!! Yea I subdivided it but still got the same results.

Still I very much appreciate Tortuga taking the time to take a screenshot and marking it.

I'm re-baking. Trying to remove that god-awful seam too. After I get the normal fixed I'll update the sketchfab window. :)
I want the 2K render to look really nice, I appreciate the help guys.

351
Substance PainterSubstance Painter - Showcase - Re: USMC knife
 on: March 27, 2015, 11:10:11 am 
Thank you for the tip! :D

352
Substance PainterSubstance Painter - Showcase - USMC knife (FIXED)
 on: March 26, 2015, 10:44:28 pm 
This was a much higher resolution model done by Yanire Delgado. Her model is really amazing. It had to be cut down for use in the Unreal engine. I was able to get the topo down to 804 polys and painted it in Substance Painter.




353
That is really amazing 0_0. I would love to see how you did that.

354
That's pretty awesome :) That'll be a handy node! Admittedly i've been playing with the bevel tool a little less in SD. I've used it a few times on the fly, but NDO is just plain "guns blazing". And it's cheap too. I'm coming to my senses. If I want to do it best, I can't stick to one tool.
I think an upgrade to the SVG node is the real key here. I'm sure it'll happen, just gotta be patient :) until then *hugs photoshop*

355
Hello,

I've loaded a PSD file as a resource and have it plugged into my normal map, so I can just press 'Export' in the PSD exporter to update my viewport.

It's very finicky and very frustrating. Sometimes it works and sometimes I get an error, "Failed to export PSD file". (I just dropped screen and pressed the export button to copy the error message exactly, and it worked... lol). Anyhow, this is a frequent dance and I'm wondering if this is a bug or just some setting/procedure i'm unaware of.

Thanks :)

356
Super awesome!! 8)

357
I can't wait to see your workfow Threiz. That is a badass normal.

Everyone is hoping for a revamped SVG node it seems.

358
that is fantastic work!! Absolutely amazing. I also would like to see a walkthrough  :D

359
@Ron

 NDO is still the boss, I just don't want it to be.

360
I just discovered an even faster way to stack the normals. Just use Substance Designer's PSD exporter xD

This is becoming a very efficient way to do normals. I think I can almost keep up with NDO now.

The layers can be used for future projects as well :D It's less creative of course, but it's neat. It's really cool to have a fat PSD stash of normals to throw together on the fly. You could put the time into making some really complex machinery parts and save out the layers for future use.

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