Update btw -- getting close but man I'm about to strangle myself. It's almost like I've almost got it, then I tweak something and it all goes wrong. I think I need to reorganize and gather my thoughts.
Any word on when we will be able to maximize the painting area. Would love to be able to have a hot key that hides the UI as opposed to having to dock it of on the next screen.
I don't know if anyone can help answer this but I find the rotation in the viewpoint incredibly frustrating. I am used to Blender, where the camera rotates around the entire object, whereas in SP it seems to rotate around the face I am working on (or some point close to it)
If I was working on a cube for example, it means to change to another face I don't only have to rotate but I have to translate and often zoom in/out. In Blender I only have to rotate.
I find it very disrupting for my workflow, especially when using my wacom tablet
And the reason it bothers me the most is a while ago when I tried the demo of SP, it was working how I liked it.
I can't seem to find any kind of setting to change this, and web searching has come up with little help
The rotation works the same way as with zbrush, it is easier to work on specific parts of a mesh this way. We could consider adding an option for an origin centered rotation.
The rotation works the same way as with zbrush, it is easier to work on specific parts of a mesh this way. We could consider adding an option for an origin centered rotation.
I would personally appreciate it, although I can see why others wouldn't want it (I'm doing more work on the object as a whole, not zoomed in). If I recall correctly the demo version I used rotated around the centre of the object.
A little thing that irritates me a lot - I can't zoom in and center on a corner of 2D UV space like I do in Photoshop. The window is limited by UV space. Sometimes I need to paint small details on some islands in a corner and it's not comfortable without centering on them.
A little thing that irritates me a lot - I can't zoom in and center on a corner of 2D UV space like I do in Photoshop. The window is limited by UV space. Sometimes I need to paint small details on some islands in a corner and it's not comfortable without centering on them.
Are you zooming with the mouse wheel in the 2D View of Painter ?
If yes, that's a bug (waiting to be fixed in our database). If you zoom by using "ALT + Right Click" it should work like in the 3D View (based on the mouse position).
Are you zooming with the mouse wheel in the 2D View of Painter ?
If yes, that's a bug (waiting to be fixed in our database). If you zoom by using "ALT + Right Click" it should work like in the 3D View (based on the mouse position).
How do I import a model containing two different meshes with two different texture sets? I want to import both a rifle and the mount for it where both of them use different textures. I know you can do it as that is pretty much the case with the Hans model but I can't seem to do it on my own model.
I don't know if it matters but I'm trying to export this from Blender and have tried exporting both as FBX and OBJ but it imports with a single textureset every time. So how would I go about importing a model like this?
Texture set are defined by Material ID in Substance painter. Simply assign a different material for you second mesh and then export both in the same FBX file. That should do it, careful with the Material name however, if you rename it you will lost the associated layer stack if you reimport the mesh.
Texture set are defined by Material ID in Substance painter. Simply assign a different material for you second mesh and then export both in the same FBX file. That should do it, careful with the Material name however, if you rename it you will lost the associated layer stack if you reimport the mesh.
Alright, thank you. I thought I had tested that already, but I must have just tried that with OBJ with limited success.
Is there any way to adjust the falloff of a brush?
It seems like I can only scale it up or down, but sometimes you want a larger scale brush but with lower falloff so it doesn't wrap around curved surfaces or on sharp edges.
I tried to find it, but I'm not seeing this feature if it exists.
It depends of the alpha loaded in you brush (look for a parameter named "hardness"). Currently the setting is dependent of the substance. We have yet to implement a global setting that would work with everything.
It depends of the alpha loaded in you brush (look for a parameter named "hardness"). Currently the setting is dependent of the substance. We have yet to implement a global setting that would work with everything.
Hm, hardness is useful, but doesn't seem to handle what I meant.
What I'm looking for is an angle falloff, so when I'm painting on a cylinder or sharp angle, I can minimize the amount that it "streaks" perpendicularly to the brush. Any plans to add a feature like that? Mudbox has a falloff setting like that.
Also, is there a way to import a different object while keeping the rest of the scene settings? Sometimes I want to change to a different model but keep the same materials/brushes/imported images/viewer settings/etc that I was working with.
I might be blind and not seeing the option, but the only way I can change the object is to just start a new scene, which of course resets everything in the scene.
You can use the backface culling I believe. I think however that your are looking for something that handle the "depth", like the dry brush in Mudbox, right ?
You can use the backface culling I believe. I think however that your are looking for something that handle the "depth", like the dry brush in Mudbox, right ?
Falloff feature in Mudbox he's talking about is designed to prevent painting on non-specified normals. For example, default value is 60 degrees - so you will able to paint on surface normals which angle is no more than 60 degrees relatively to camera.
EArkham: Go into edit then project configuration there you can chose a new mesh but keep everything else.
I often do that when texturing something in the same style, by saving a copy first.
Falloff feature in Mudbox he's talking about is designed to prevent painting on non-specified normals. For example, default value is 60 degrees - so you will able to paint on surface normals which angle is no more than 60 degrees relatively to camera.
Yup, that's it exactly. I was wrestling with how to word it.
EArkham: Go into edit then project configuration there you can chose a new mesh but keep everything else.
I often do that when texturing something in the same style, by saving a copy first.
Falloff feature in Mudbox he's talking about is designed to prevent painting on non-specified normals. For example, default value is 60 degrees - so you will able to paint on surface normals which angle is no more than 60 degrees relatively to camera.
Maybe I'm missing something, but is it possible to select/copy/paste parts of image in 2D view like in PS?
Because for now, to create layer mask, I need to paint it manually. But I want to use information from Height map for example, to mask some elements...
Also, can I paint in specified direction? Like when you press Shift in PS and your brush keeps horizontal/vertical movement direction?
When creating materials in designer and sending them to Painter, the uniform color is still in srgb correct? Would I have to convert to linear or does Painter handle that (from my tests, doesnt look like Painter does)
Quick question - is there any way to import just one layer as an image? I can't figure it out and I currently don't have time to sift through tutorials and the thread unfortunately.
can I save all my layers and reimport the mesh? for example I have to make some changes to mesh and rebaked a normal map but I don't want to lose all color and height changes I did in Painter, so can I reimport the mesh? I can't find the option currently.
Yes, go in Edit>Project Configuration to reimport your mesh.
For the normal map or any other map, right click on it in the Texture tab of the Shelf and click Reload. You may have to re-affect it also in the Document settings for it to update in the viewport.
can't figure out how to paint on a base normal map. I plug my texture in the usual slot but it's not visible when I cycle through material channels in the viewport. What am I doing wrong?
can't figure out how to paint on a base normal map. I plug my texture in the usual slot but it's not visible when I cycle through material channels in the viewport. What am I doing wrong?
The solo channels will only display what you paint, so if you want to paint over your normal map loaded in the "additional map" slot you will have to add it in a fill layer at the bottom of your layer stack with only the channel normal enabled after having added the Normal channel to your document settings. Then just plug in your texture here.
Replies
Update btw -- getting close but man I'm about to strangle myself. It's almost like I've almost got it, then I tweak something and it all goes wrong. I think I need to reorganize and gather my thoughts.
https://gumroad.com/plyczkowski
Big thanks to Arvin Villapando (arvinmoses) for letting me use his model to showcase them.
Love it on the gun!
Thanks again for using it for your mat showcase.
Some stuff for environment artists.
Available for free here: http://substance.arvinmoses.com/product/rocky-ground/
https://www.youtube.com/watch?v=r78F_o8Cop8&feature=youtu.be
If I was working on a cube for example, it means to change to another face I don't only have to rotate but I have to translate and often zoom in/out. In Blender I only have to rotate.
I find it very disrupting for my workflow, especially when using my wacom tablet
And the reason it bothers me the most is a while ago when I tried the demo of SP, it was working how I liked it.
I can't seem to find any kind of setting to change this, and web searching has come up with little help
I would personally appreciate it, although I can see why others wouldn't want it (I'm doing more work on the object as a whole, not zoomed in). If I recall correctly the demo version I used rotated around the centre of the object.
For the time being I will try to get used to it
I don't think we ever had this behavior, at least not in public releases (open beta and later versions).
character in substance painter show and tell
[ame="https://www.youtube.com/watch?v=rBu5NOWfeiI"]https://www.youtube.com/watch?v=rBu5NOWfeiI[/ame]
If yes, that's a bug (waiting to be fixed in our database). If you zoom by using "ALT + Right Click" it should work like in the 3D View (based on the mouse position).
thanks, it worked!
I don't know if it matters but I'm trying to export this from Blender and have tried exporting both as FBX and OBJ but it imports with a single textureset every time. So how would I go about importing a model like this?
It seems like I can only scale it up or down, but sometimes you want a larger scale brush but with lower falloff so it doesn't wrap around curved surfaces or on sharp edges.
I tried to find it, but I'm not seeing this feature if it exists.
Hm, hardness is useful, but doesn't seem to handle what I meant.
What I'm looking for is an angle falloff, so when I'm painting on a cylinder or sharp angle, I can minimize the amount that it "streaks" perpendicularly to the brush. Any plans to add a feature like that? Mudbox has a falloff setting like that.
Also, is there a way to import a different object while keeping the rest of the scene settings? Sometimes I want to change to a different model but keep the same materials/brushes/imported images/viewer settings/etc that I was working with.
I might be blind and not seeing the option, but the only way I can change the object is to just start a new scene, which of course resets everything in the scene.
Falloff feature in Mudbox he's talking about is designed to prevent painting on non-specified normals. For example, default value is 60 degrees - so you will able to paint on surface normals which angle is no more than 60 degrees relatively to camera.
Simple box example:
I often do that when texturing something in the same style, by saving a copy first.
Yup, that's it exactly. I was wrestling with how to word it.
Ah hah, thanks for the tip!
Right, so what you are looking for in indeed the backface culling in the properties of a brush !
Indeed. I didn't know there are advanced brush controls!
Because for now, to create layer mask, I need to paint it manually. But I want to use information from Height map for example, to mask some elements...
Also, can I paint in specified direction? Like when you press Shift in PS and your brush keeps horizontal/vertical movement direction?
Thanks!
For the normal map or any other map, right click on it in the Texture tab of the Shelf and click Reload. You may have to re-affect it also in the Document settings for it to update in the viewport.
And BTW, here is a video walkthrough of the new features in 1.2:
[ame]http://www.youtube.com/watch?v=QhcatW6yxQQ[/ame]
thanks!
The solo channels will only display what you paint, so if you want to paint over your normal map loaded in the "additional map" slot you will have to add it in a fill layer at the bottom of your layer stack with only the channel normal enabled after having added the Normal channel to your document settings. Then just plug in your texture here.
You can download it here:
http://substance.arvinmoses.com/product/stylized-lamellar-armor/
It runs the following controls:
Size
Tile
Color01
Color02
Metal Scruffing
Dirt Amount