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Messages - TooManyDemons

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Substance PainterSubstance Painter - Discussions - Re: Masks
 on: December 16, 2017, 11:09:00 am 
you can right click the masks and export them. Or get this plugin by Wes:

From there just combine the images with add or screen in photoshop or Substance Designer.

You can add a blur filter to the mask. Then sharpen it back up with a levels. Works like a charm.

I'm still having trouble with this issue, and admittedly I'm fairly new to UE4. Even with 'compute tangent spaces per fragment' , and exporting with the UE4 preset checked and directX, AND making sure my maps are set to be normal maps in UE4, ... I still run into this issue with a clean triangulated mesh.

Any help understand what is going on here would be very much appreciated. Still doing research across google but it's a headhunt....

I want to procedurally piece together the etched silver in this image. I want it to be a very high-quality substance and have adjustable parameters to give the designs a variety of looks. I feel a substance like this would be very useful in future projects as well.

The ability to work non-destructively and merge layers is very possible. I propose the following:

When layers are merged, Substance Painter saves as a separate file with layers merged. This can even be optional, such as how many files to save.

I already do this manually. When my layers are starting to pile up, I save separately as "Pass 01", "Pass 02", ect. Each model gets 5 or 6 passes on average, each time exporting the textures and re-importing them to start with a fresh layer stack.

While this isn't entirely non-destructive, it's very much good enough for me personally.

Another way to do it would be to have a merged layer reference a source extraction file which would recover the layers used to create it. But in this case, I'm just shooting in the dark.

I'm not sure what technical hoops you guys would have to jump through to get such a thing working perfectly. ^^  I'd bet you guys have probably already thought that one through and decided against it.

Substance DesignerSubstance Designer - Feature Requests - Build Shaders
 on: September 18, 2017, 02:42:37 am 
I really love Substance Designer's animation features, but it's not very friendly for a game engine. Lately I've been playing with node-based shader software such as UE4's material editor and Shaderforge for Unity. They are really similar to the pixel processor.

I thought it would be really amazing if you could someday build shaders in the Substance Designer format. To do stuff like this in SD:

and then export the shader preset to a game engine would be mind-blowing.

The advantage to this is that the texturing tools would be right next door obviously. It would allow for very fast procedural iteration.

All the best,


This looks like it's tiling to me, but maybe that's just your screenshots lol  ??? There are a few things you could try.

you could bring your UV layout to the very border of the 0-1 space. There may be a very slight discrepancy in your UV's.

You could try modifying your texture so the bump along the top seam pattern is in the middle of the texture and not on the sides. In order to keep more details off the edges of the texture.

I don't know if this stuff will help. Good luck! Maybe someone else has a better answer.

I'm currently building a trimsheet for piping details in environments. I ran into a perplexing issue and am looking for some savant advice!

My goal was to model some details, grab the alpha in Zbrush, and make a color ID map for it in Zbrush using the flat material with polypaint applied.

To my horror, documents saved from Zbrush don't match up with the alpha. So my color ID map idea doesn't work at all. :(

Rather than go into photoshop and drag around selections, I thought I'd post, in case a better texture artist might enlighten me on a faster workflow here.

Thanks for reading ^^


Thank you so much! That fixed it. Just a simple error in the file path in settings.

Such a little thing causing me so much grief. I overlooked the export presets folder on the shelf, I never have to go there.

Again, much appreciated ^_^


Thanks for the help ^^

The configuration page looks pretty standard. I had to set up my own presets in other projects to export channels and Unity textures... but it's become a pain in the ass at this point. I just wish I could fix it.

Substance PainterSubstance Painter - Technical Support - No export presets?
 on: August 02, 2017, 05:33:53 pm 
I have a strange issue where I have no export presets. I've tried re-installing the program. This really bums me out  :-[
Any idea what's happening here?

When stamping alphas on a hard surface model, I am rotating the alpha constantly. I like rotations on the brush to be exact and don't like eyeballing it when working. It's also annoying to type in the rotation every time. Currently my best bet is to set the camera to free rotation and snap to a front/side perspective, but this still isn't as useful as brush rotation snapping would be.

It would be very nice to have an option in the settings to set the brush rotation to snap every 15 degrees, or whatever. I'm not sure how common an annoyance this is, but personally it would speed up my workflow a lot.

If this is already something Substance Painter can do, please tell me! lolol ^^

This is a lighting issue with a lot of skyboxes. When I'm rotating around the model to paint, there are times where it's difficult to see what I'm doing no matter how I rotate the environment. This is in part due to the low light hitting the height mapping on a model. It can be aggravating especially when masking off sections of a baked normal map.

I've run into this difficulty in just about every single project.

I don't know if this has already been requested, but some ability to light the bottom of a model, or quickly flip the environment map upside-down, would be extremely helpful!

Thanks :3

Here you go. Two of my indie licenses showed up on my account and SD is now firing up.

My pro account didn't get updated with SD 2017.1 (even though it did with Substance Painter 2017.1)... I'm not sure why.

*um nevermind. I swear my eyes are fooling me. Painter 2017.1 is no longer on my pro license or I misread it to begin with 0_0.

I am having this same issue.  :-\

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