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Topics - Daf57

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Substance PainterSubstance Painter - Showcase - Astro Roundup
 on: January 20, 2019, 01:14:43 pm 
Got to round up those rogue planets and get 'em back in their proper orbit!  ;D

Content - Substance Source - The Path to Substance Source
 on: November 02, 2016, 08:06:24 pm 
This looks interesting - congratulations on the new service. :)

It also seems confusing to those of us who pay outright for each and every piece of Allegorithmic software - non LIVE users. What is OUR path to Substance Source?

Checking the pricing info I don't see where I fit in... or are the folks that paid up front completely excluded?



Substance Source is now part of Substance Live. If you’re a subscriber to Substance Live, content is now included in your monthly plan:

Substance Live Indie
Substance Live Indie subscribers now have 30 downloads a month included in their plan at no additional charge: the plan is still priced at $19.90 per month. Just log in to Substance Source using your current Substance Live account information to start downloading assets.

Substance Live Pro
We are also rolling out Substance Live Pro for our pro customers (annual revenues between $100K and $5M). Substance Live Pro includes the same access to the latest versions of the Substance toolset, plus 50 downloads a month from Substance Source, for $99/month. (Get more information about Substance Live.)

Substance Source for Pro/Studio and Enterprise
Pro/Studio customers can make a one-time purchase of access to Substance Source from the Allegorithmic website.

All  of sudden getting this error after baking FBX.

[Baking] Baking failed (Color Map from Mesh)
Could not find vertex colors
[Baking] Baking failed

All of the other maps appear to bake fine. Not sure why I'm getting this vertex color error all of sudden. I've not changed any FBX settings from Max 2017

I'm attaching one of the meshes that is causing this error as well as the log file.


Substance PainterSubstance Painter - Showcase - 8 Pounder – Gatling Shotgun
 on: October 02, 2016, 02:17:00 am 
This is the 8 Pounder – an 8 shot Gatling, crank mechanism, shotgun with 22 shell magazine.  It’s also equipped with a shot dispersal attachment. It’s quite front heavy so a neck sling is necessary to hold the barrels up while cranking.

It was modeled in 3DS Max 2017 and rendered with the ART renderer and physical materials. It was textured with Substance Painter. The exported metal/roughness textures (4k) worked perfectly with the physical material shader.

Thanks for looking!


Channels mapping

I see this on some materials (see screenshot) - appears to be a way to mix up the channels but for the life of me I can't imagine a use for this. Would someone please explain it's purpose and maybe an example of how to use? I would love to know. :)


Substance PainterSubstance Painter - Showcase - The Belcher²
 on: August 27, 2016, 05:09:37 am 
My first attempt at a "game" weapon was so much fun I had to try again ... so here's the Belcher². A compressed air powered, breach loading grenade (or whatever) canon ... kind of thing. Rather cumbersome and not the favorite of many of the troops in the game, but what the heck. ;)

Modeled in 3DS Max and textured/Rendered in Substance Painter and Marmoset Tool Bag 2.

I'm surprised I didn't find this already addressed, here or in Uservoice list, but maybe I just missed it?

I would like to be able to name the Mask Editors in the layer stacks - it's hard to keep up with what mask editor is doing by where they are in the stack.

So instead of

Red_Fill Layer
MG Mask Editor
MG Mask Editor
MG Mask Editor

I would like to be able to see

Red_Fill Layer
Edge Damage
Old Paint



I was getting really bad performance out of SP and it turned out I was overloading it with too many texturesets. Okay, so I'm combining my UVs per object and using just one TextureSet per major object. The performance is phenomenally better (Thanks!) - but ...

Got some new issues related to the new workflow. As you can see in the screenshot - when I apply a material to the textureset it doesn't seem to want to cover the vertical pieces. This is a fill layer with smart mask, but I had the exact same problem with several other smart materials and masks. So question is - what's going on with that? How do I get uniform coverage? Are my UVs not good?

Thanks for any advice! :)


I've had performance issues with SP2 - they've come to a head lately with the display driver being overloaded to point of distortion/noise in the display. Please see attached screenshot. As you can see by the Afterburner app the memory usage for that scene is over 8GB. The scene itself is only 40K polys. The .spp file is 4.5GB. The performance has been very sluggish since SP 2.10 but the visual distortion is only since upgrading to 2.2.0.

I loaded up the scene with full textures in Max2017 and it only used 1.8 GB of Vram.

Any idea why SP needs that much vram? I don't remember my GTX 970 ever doing this and it half the ram. Is this something to do with driver support for the new Pasqual cards? It's unusable as is. Even if it doesn't distort the sluggishness is pretty bad.

My system specs are: i7-4790 4.00Ghz, 32GB ram, GTX 1080 8GB  Driver Ver 368.81 - Windows 7 SP1 64bit

I've attached the log and dxdiag

Thanks for any help with this.

I wanted to try my hand at creating a "game" type of weapon ala Borderlands series. This is the Wide Eyes Belly Gun - 100 gauge double barrel shot gun. Probably not well suited for game insertion as it ended up about 70K polys. Oh well, it was a fun project. Modeled in 3DS Max, textured in Substance Painter 2 and rendered with Iray (within SP2).


Another modeling and texturing exercise. This is a Chuck-A-Luck dice cage. From Wikipedia:

Chuck-a-luck, also known as birdcage, is a game of chance played with three dice. It is derived from grand hazard, and both can be considered a variant of sic bo, a popular casino game, although chuck-a-luck is more of a carnival game than a true casino game. The game is sometimes used as a fundraiser for charity.

Modeled in 3DS Max, textured in Substance Painter 2 and rendered with Substance Painter’s Iray.

Thanks for looking!

A quick bit of modeling/texturing practice. Another one of my favorite ThreeA bots and weapons - the Emanation Bertie Mk2's pistol. Modeled in 3DS Max, textured in Substance Painter and rendered with SP's Iray. Background photo by Neil Blevins -


Substance PainterSubstance Painter - Showcase - Vintage Cannonball Safe
 on: June 29, 2016, 08:38:21 pm 
More modeling/texturing practice :) This is a model of an old cannonball type safe. Modeled in Max, textured in Substance Painter and rendered in Iray. Thanks to the heros that upload all the great materials to Share - I used a bunch!  ;D

Thanks for looking!

I was expecting to be without Iray until Siggraph when I installed my new GTX 1080FE  - just tried it tho and it works fine. I'm running the current 368.39 drivers with the 1080 - no Iray issues. Were they just anticipating it wouldn't work or did they roll out the Iray support early?


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