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Messages - thegreyman1

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nice, my favourite so far

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Just thought I'd link my X-Taon entry, Artstation link here: https://www.artstation.com/artwork/2x9wGB

We all begin our journey as artists in the same place- our imaginations. As a tribute to those of us still on the journey, I have created this. It is the ultimate version of the humble box cars I pieced together as a child. Please enjoy.
Details- The vehicle is made to look as though it was pieced together from old Allegorithmic, Nvidia, Wacom, Car Design News and Sketchfab product packaging. There are even a couple of not-so-subtle nods to some of my work in there for people outside ArtStation to enjoy. All materials were created using standard Substance Painter materials with the exception of the cardboard material which was found on Substance Source and the wonderful crumbled paper material uploaded to Substance Share by Bruno Po 0: https://share.allegorithmic.com/libraries/3437
















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Not sure if this was answered here or not but do we have to overlay the watermarks on the submitted images?

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Are we allowed to use logos from the sponsors or Allegorithmic? Rule 4 states not but I find it strange to think Allegorithmic or the competition sponsors wouldn't want us including their logos in our designs

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Wondering if anybody can help as this is quite an annoying problem. I love the iRay renderer but there seems to be an inconsistency with the normals between the painting viewport and iRay. I'm using openGL normals but it almost looks like they're flipped to DirectX when in iRay mode. Is there a setting.workaround to avoid this or do I have to re-bake with the Y flipped?

Check out the images to see what I mean. Look under the ejection port for the best example but the whole model has weird areas like this.

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Substance PainterSubstance Painter - Discussions - Re: Symmetry not centered
 on: November 22, 2016, 03:46:35 pm 
Theres a workaround above. Its a little ridiculous that this is still an issue considering this thread is like 2 years old.

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Substance PainterSubstance Painter - Technical Support - Iray quality help
 on: November 17, 2016, 04:02:56 pm 
Just wondering if anybody has any advice on using the Iray rendering in Painter 2.

I look at the Allegorithmic videos online and it seems to render really quickly (seconds or minutes at most) and at really high quality. My renders however are really noisy and take a looooong time to get even half decent quality.

Also, I just got a new GTX1070 and I'm running an i7 4930k- so should I be rendering only on one or on both? I assumed I should turn off CPU rendering because the 1070 is so powerful but it doesn't even seem to work. Also, I upgraded to the 1070 from a 770ti lately and assumed it would make rendering much, much faster but I'm not seeing the difference.

Any advice here would be appreciated as I'm a little perplexed by the crappy performance.

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Thanks for the project @thegreyman1 ! :)
I reproduced the issue and I even know why it's happening.

I'm logging the issue in our database, meanwhile I have a workaround :
- Add a normal channel to your texture set
- Change the "normal mixing" setting to "combined"
- Add a fill layer at the top of your layer stack
- Change the blending mode of the normal channel to "normal" (See : https://support.allegorithmic.com/documentation/display/SPDOC/Blending+modes )

Everything should be exported now and without any artifacts/strange behaviors. :)

Cool thanks Froyok :)

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Having exactly the same issue.

Just to clarify:
My project consists of a low poly prop, I have added a baked normal map (TGA) from 3DS Max with all the details from my High Poly in it. It looks perfect in the Substance Painter viewport. Then I paint some more height details on it in SP. Again, everything is fine.

However, when I go to export all the textures using the default settings as I have been since I started using SP, the normal map is missing all of the details from my baked normal TGA. It only exports the height details I painted in SP just as in Restors picture.

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Quick question to y'all... how do painter and designer work with windows 10? I know there were some issues early on but are they sorted now? Do they run as well as they did with windows 7?

Currently running designer 5.3.4 and painter 1.7.2 but also hoping to upgrade to painter 2 soon.

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Has there been any progress with this issue? Its crippling my workflow at the moment

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I've been keeping an eye on my performance and its well below anything worrying

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Thanks Froyok. It seems to be some kind of GPU issue, although I could be wrong. I'm going to update my driver and see if that helps.

Basically, I'm painting away in a layer, adding details, and all of a sudden the entire UI and viewport goes pale like in the above images. It usually happens when its trying to update the viewport and the red bar has just finished loading at the bottom.

It also only seems to happen when I have already painted a certain amount of detail into a given layer. It still happens if I turn off a ton of other layers or even folders. However, it did make the problem less severe when I switched to 2k. I was able to paint more detail before this happens but it inevitably still happens.

EDIT: I've updated my drivers and its still happening.

EDIT: Also, I'm not sure if this is related but I'm working with OpenGL normals.

Also, if you keep painting despite the whiteness it actually goes back to normal eventually.

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I'm getting this too. Painter 1.3.4, Windows 7 64bit, core i7-4930k, GTX 770

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I think I got that hidden folder thing sorted. I've emailed you also

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