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Messages - Karti200

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Hello there fellow graphic designers etc.

Soo i have been enjoying the 2D export option we had been given some time ago but there is a small issue with it - i don't mean the "cloned" uv darker triangles since that got fixed ( which makes me happy man )

It is a problem of a light.

Whenever i need to export a new map which i gonna use as a main color / diffuse map i always need to work on what angle i want the light to be "baked" onto the map - this is not a main problem.

Problem is that it is almost impossible to export a map we want to look properly - for example i gonna use this small mesh i am texturing as a practice.

[spoiler][/spoiler]

As you can see on a image below i really cannot place a perfect light and whenever i export the texture i need to decide if i want left side or the right side of a texture to be more brighter, which in the end is not really a good looking texture -> i mean just rotate a ball and see 1 half of it beeing more brighter than the other while both are aiming at the same direction of the light source

[spoiler][/spoiler]

Do you think it would be even possible to update 2d view export in that way or that could be a bit problematic?

Thanks for a answer and sorry if i am sounding a bit stupid or something.

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Since everyone are sharing or showing up their stuff - here is something from me which i manage to sent for the competition before it closed up

nothing amazing just tried to get a simple idea of "how a bloody car would look if someone crazied on a "techno/rave" theme would get hands on it"

Idea was to use only spray paint and pencil brushes to get this "wierd" chaotistic style of someone crazy just drawing fast out of his / her head

since my pc is to weak for good renders i just decided to go all in wiht shetchfab


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looks nice
just don't want to be a dush or anything but...

contest entry closed at 18th of december.. soo you are not really taking part if you are showing it here first time :S just telling

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looks nice, i like the idea of city lights view from a sky..

Tho don't want to be a dush.. but you guys known entries closed 4 days ago right? on 18th of Dec

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Substance PainterSubstance Painter - Discussions - Re: Emissive question
 on: December 12, 2018, 10:32:03 pm 
oww thanks for a info, tho a bit sad it wasn't implemented yet

guess time to learn how custom shaders works hehe..

cheers for info anyway :)

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Substance PainterSubstance Painter - Discussions - Emissive question
 on: December 11, 2018, 06:36:04 pm 
Hello there

I was wondering.... if there is a option.. somehow to make emissive map showing up ONLY if there is no light source on it?

Currently if i got my emissive enabled it will be vissible always, i want to get the effect that will look something like on Overwatch "Hero 76" Animated Short

Something like that - no visible emissive if the lights are on and emissive turning on while there is a lack of light source

Is it possible or not really within current SP?

Thanks for all help!

7
probably the engine you working on have different shader than the one you are working on over substance painter..

You could use the "Export 2D view" option added in latest build but it is still a bit buggy

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Substance PainterSubstance Painter - Discussions - Re: "Faces" problem
 on: November 30, 2018, 07:13:37 am 
What you see in the 2d view is likely the result of mirrored UVs. I guess you mirrored both sides of the railing to save on UV space. Since the 2D view is trying to dispaly the lighting on the material, and you have both faces on top of each tother, it's displaying the part in the light and the part in the shadow at the same time, creating that polygon "fight".
I guess you don't see these issues on the exported texture?

i don't, thats true.............. unless i want to try the latest "2D View" export

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Substance PainterSubstance Painter - Discussions - "Faces" problem
 on: November 29, 2018, 11:04:32 pm 
Hello guys, i got a wierd issue with a small project.

in a short term.. i am a new to all of it and still trying to learn what i did wrong and what i have to change...

I got a wierd "bug" on a part of a model i am trying to texture, don't know how to properly explain that problem so simply i will share it down here



Thing is, AO and Normal which i got baked earlier - not in SP - doesn't have such a problem, my friend told me it could be a problem with a smoothing group or a uv itself but i checked it over Max and this rail have no problems related to UV :s

Could you lads help me or at least could explain me what i did wrong there?

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Substance PainterSubstance Painter - Discussions - Re: Specular Map - Export
 on: December 08, 2016, 12:18:45 am 
soo nobody got any idea or way to help me with that :( ?

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Substance PainterSubstance Painter - Discussions - Specular Map - Export
 on: December 01, 2016, 08:29:18 pm 
So hello there fellas..

I got a kinda silly ( and probably stupid question.. ) did anyone got any idea how can i prepare my own "custom" specular export option... which would make specular map more black-n-white colors instead of the current "Grayish" pallete it generates?



this is the type of specular map i woudl love to get expoted with the SP2...

Thanks for any kind of info / help :)

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