Substance Designer's fbx import seems to be pretty broken for me for at least a whole month now. These are Blender .fbx's that import fine into Xnormal. on my amd desktop my low poly mesh imports fine yet my High Poly is empty. On my nvidia Laptop Substance painter complains about my 760gtm not being supported (it works fine though) while any fbx I import in Designer ends up being completely distorted. I'm assuming this is due to a change to the Blender .fbx exporter in version 2.71 that Substance does not like.
Substance Designer's fbx import seems to be pretty broken for me for at least a whole month now. These are Blender .fbx's that import fine into Xnormal. on my amd desktop my low poly mesh imports fine yet my High Poly is empty. On my nvidia Laptop Substance painter complains about my 760gtm not being supported (it works fine though) while any fbx I import in Designer ends up being completely distorted. I'm assuming this is due to a change to the Blender .fbx exporter in version 2.71 that Substance does not like.
Could you send me by PM some fbx files to reproduce your problems ?
Substance Designer's fbx import seems to be pretty broken for me for at least a whole month now. These are Blender .fbx's that import fine into Xnormal. on my amd desktop my low poly mesh imports fine yet my High Poly is empty. On my nvidia Laptop Substance painter complains about my 760gtm not being supported (it works fine though) while any fbx I import in Designer ends up being completely distorted. I'm assuming this is due to a change to the Blender .fbx exporter in version 2.71 that Substance does not like.
I checked the files you sent me via PM. I was able to open your high-poly meshes (not without difficulty, even inside 3DsMax/Maya), however 9,5 millions of triangles is way too much for the 3D view of Designer. I would not advise to link your HP meshes with such as high polycount. Or at least don't try to load it in the 3D view. If you want to bake your low-poly simply load you HP in the baker directly.
Regarding the baking, I think you could get the same result with way less polygons even for subdivided high-poly meshes. Since you are baking clean objects such as a bottle or a pair of scissors, not need to subdivide that much.
Hmmm, that is odd. My viewport claims it has less than 2 mil. It might have something to do with the way multires modifiers work vs classic subsurf. I'll have a look and see what's up.
Appreciate you taking the time for this.
EDIT: After slapping some decimate modifiers on the HP and removing all but the scissors it's still a no go (only around 20k tri's left). The mesh is not showing in the 3d view nor is the bake showing.
I figure I should post it here as well. So I recently encounter a weird problem with 3D view in SD 4.4.1. A low-res mesh, which is an obj, looks like this:
I loaded it in Marmoset (and Maya as well), it looks fine, here is the screenshot:
So is it a bug, or am I doing something wrong? I sculpted this model in Zbrush, retopoed in 3D Coat, and now I am trying to bake normal map. The normal map looks fine, but since the model looks broken, I can't apply the map to see if it's correct. I opened an old project, those models look correctly in SD.
Could you check if your vertex normals aren't inverted ? (Maybe they are pointing inward instead of outward.)
If this is not the problem, send me the mesh via a PM and I will look into it.
Bass i've done using only Substance Designer. All textures are procedural except the fender logo on the headstock. currently stands at a little more than 8500 triangles and should stay there.
I figure I should post it here as well. So I recently encounter a weird problem with 3D view in SD 4.4.1. A low-res mesh, which is an obj, looks like this:
I loaded it in Marmoset (and Maya as well), it looks fine, here is the screenshot:
So is it a bug, or am I doing something wrong? I sculpted this model in Zbrush, retopoed in 3D Coat, and now I am trying to bake normal map. The normal map looks fine, but since the model looks broken, I can't apply the map to see if it's correct. I opened an old project, those models look correctly in SD.
Thanks for the quick reply, I will look at it after work, hopefully it's just that problem. If not, I will send my mesh your way.
The model imports fine over here. I was able to reproduce your problem simply by switching to the Tesselation shader. The default displacement value is at 0 which makes your model skhrinked like in your screenshot.
Simply switch to an other shader of just plug a grayscale input in the height input to fix your problem.
EDIT: After slapping some decimate modifiers on the HP and removing all but the scissors it's still a no go (only around 20k tri's left). The mesh is not showing in the 3d view nor is the bake showing.
Can you resend me the mesh then ? I will into it again. Also, does it work with an obj file ?
Bass i've done using only Substance Designer. All textures are procedural except the fender logo on the headstock. currently stands at a little more than 8500 triangles and should stay there.
This looks amazing . Awesome job. How long did the Substance work take you?
This looks amazing . Awesome job. How long did the Substance work take you?
Thanks man!
Took me around a week with hours taken here and there. I had to learn how to plug different substances together and it was the first PBR prop I've done completely inside SD. I also lost the better part of a day wondering why some bakes weren't working properly only to find out it's because I exported my hipoly with isoline display enabled on my turbosmooth modifier.
The model imports fine over here. I was able to reproduce your problem simply by switching to the Tesselation shader. The default displacement value is at 0 which makes your model skhrinked like in your screenshot.
Simply switch to an other shader of just plug a grayscale input in the height input to fix your problem.
Can you resend me the mesh then ? I will into it again. Also, does it work with an obj file ?
Awesome!!!I didn't realize I was in tessellation shader. Must have switched to it for some reason. Thank you so much.!!!
Took me around a week with hours taken here and there. I had to learn how to plug different substances together and it was the first PBR prop I've done completely inside SD. I also lost the better part of a day wondering why some bakes weren't working properly only to find out it's because I exported my hipoly with isoline display enabled on my turbosmooth modifier.
Ah cool cool. Are you going to look into making this a template for other guitars? Basically plug any model in and have it have basic materials?
Also, are you thinking at all about adding grunge or having it age?
Ah cool cool. Are you going to look into making this a template for other guitars? Basically plug any model in and have it have basic materials?
Also, are you thinking at all about adding grunge or having it age?
Lots of the substances are good enough to be kept as templates for other guitars. The plastic, chrome, steel and rosewood (the dark wood on the neck of the bass) can be kept as they are and used in other projects.
Age and wear is planned but I would benefit greatly by knowing a bit more about how to link Substance Painter masks and nodes into Substance Designer. When I was looking into it a few weeks ago it looked very unintuitive.
I'd gladly take a walkthrough on the standard process. I know some new videos were going to come out when substance painter gets it's official release.
Hey guys, I have a problem with SD 4.4.1 when i installed it says "ENTRY POINT NOT FOUND INITALIZE CONDITION VARIABLE COULD NOT BE LOCATED IN THE DYNAMIC LINK LIBRARY KERNEL32.DLL" what is this error? I'm coming from a previous version 4.1.1 which worked fine when I used it in the past.
I suppose you are using Windows XP. It seems Designer has stopped working on XP since a couple versions now. Unfortunately, I think we'll probably have to stop supporting it.
Standard library. They are both going to the same path on my C drive where it is installed. IT could have something to do with my non-steam version of SD but that was installed back on 4.4.
Sometimes having a Steam and non steam version installed at the same time can cause issues with duplicated libraries indeed. I would recommend installing one or the other.
Really excited about the new features, but I'm having a lot of issues with 4.5 for Mac. The software either freezes or crashes before I can get a chance to view a substance at all. I've rolled back to 4.4.1 and it works fine. If it helps here are the specs:
Processor: 2.7 GHz Intel Core i5
Memory: 8 GB 1333 MHz DDR3
Graphics: AMD Radeon HD 6770M 512 MB
Software: Mac OS X Lion 10.7.5 (11G63)
This is a Mac I have to use at work, so sadly I don't have any choice or control over the hardware.
We are investigating the problem, but for the moment we are not able to reproduce on our side..
Can you try to launch SD with either the integrated graphics or the AMD gpu ? (you can use gfxCardStatus to manually switch).
I've just installed the new version and while it's great, I've noticed this:
The material is pretty much the same on both shots, but metalness set to 1 in the first one and to 0 on the second one. Is this the expected behavior? I expected the ball on the right to be red too!
We are investigating the problem, but for the moment we are not able to reproduce on our side..
Can you try to launch SD with either the integrated graphics or the AMD gpu ? (you can use gfxCardStatus to manually switch).
Sorry, disregard what I said. I came back into the studio the next morning and it's working fine. Not sure what happened before, maybe the machine just needed a reboot (it's due for a replacement). Thanks a lot for the help though. Each improvement to the baking workflow means I don't have to bring work home with me as often as I used to. :thumbup:
use a tile Node. it basically tiles a shape with options. The herringbone patters may be a little tougher but I think you can still get it using the tile node.
Not necessarily hand painted, although I'd like to try that in the future, but definitely stylized. Are you saying I need a sharper transition from the mortar to the bricks?
@dzibarik I like where this is going so far . Do you have a picture of what you're looking at for inspiration or reference?
Definitly getting the stylized feel. How much control do you have over it? Can you change brick amount/color/age?
@arvinmoses I've been trying to create a herringbone using multiple tiling nodes with different masks on them but haven't gotten it to work perfectly yet. Will keep giving it a go.
I found a way to make a herringbone pattern. It's just a bunch of transformation nodes blended together. I'll try to finish one tommorow or may be even today.
Replies
I checked the files you sent me via PM. I was able to open your high-poly meshes (not without difficulty, even inside 3DsMax/Maya), however 9,5 millions of triangles is way too much for the 3D view of Designer. I would not advise to link your HP meshes with such as high polycount. Or at least don't try to load it in the 3D view. If you want to bake your low-poly simply load you HP in the baker directly.
Regarding the baking, I think you could get the same result with way less polygons even for subdivided high-poly meshes. Since you are baking clean objects such as a bottle or a pair of scissors, not need to subdivide that much.
Appreciate you taking the time for this.
EDIT: After slapping some decimate modifiers on the HP and removing all but the scissors it's still a no go (only around 20k tri's left). The mesh is not showing in the 3d view nor is the bake showing.
I loaded it in Marmoset (and Maya as well), it looks fine, here is the screenshot:
So is it a bug, or am I doing something wrong? I sculpted this model in Zbrush, retopoed in 3D Coat, and now I am trying to bake normal map. The normal map looks fine, but since the model looks broken, I can't apply the map to see if it's correct. I opened an old project, those models look correctly in SD.
If this is not the problem, send me the mesh via a PM and I will look into it.
The model imports fine over here. I was able to reproduce your problem simply by switching to the Tesselation shader. The default displacement value is at 0 which makes your model skhrinked like in your screenshot.
Simply switch to an other shader of just plug a grayscale input in the height input to fix your problem.
Can you resend me the mesh then ? I will into it again. Also, does it work with an obj file ?
PM with links sent. .obj also doesn't play ball. Same thing, empty mesh in SD that shows up fine in Xnormal though.
I think I might've found our perpetrator though : UV'ing the scissors makes it show up in the 3d view. Baking however, still doesn't work.
This looks amazing . Awesome job. How long did the Substance work take you?
Thanks man!
Took me around a week with hours taken here and there. I had to learn how to plug different substances together and it was the first PBR prop I've done completely inside SD. I also lost the better part of a day wondering why some bakes weren't working properly only to find out it's because I exported my hipoly with isoline display enabled on my turbosmooth modifier.
Awesome!!!I didn't realize I was in tessellation shader. Must have switched to it for some reason. Thank you so much.!!!
Ah cool cool. Are you going to look into making this a template for other guitars? Basically plug any model in and have it have basic materials?
Also, are you thinking at all about adding grunge or having it age?
Lots of the substances are good enough to be kept as templates for other guitars. The plastic, chrome, steel and rosewood (the dark wood on the neck of the bass) can be kept as they are and used in other projects.
Age and wear is planned but I would benefit greatly by knowing a bit more about how to link Substance Painter masks and nodes into Substance Designer. When I was looking into it a few weeks ago it looked very unintuitive.
I'd gladly take a walkthrough on the standard process. I know some new videos were going to come out when substance painter gets it's official release.
http://www.polycount.com/forum/showpost.php?p=1983300&postcount=46
https://dl.dropboxusercontent.com/u/9804576/Rock.7z
Release notes are over there and here is a quick video summary of the new features
[ame="http://www.youtube.com/watch?v=Qr9h-9J4-8s"]Substance Designer 4.5 Feature Update - YouTube[/ame]
yes, that had to all be caps
Processor: 2.7 GHz Intel Core i5
Memory: 8 GB 1333 MHz DDR3
Graphics: AMD Radeon HD 6770M 512 MB
Software: Mac OS X Lion 10.7.5 (11G63)
This is a Mac I have to use at work, so sadly I don't have any choice or control over the hardware.
We are investigating the problem, but for the moment we are not able to reproduce on our side..
Can you try to launch SD with either the integrated graphics or the AMD gpu ? (you can use gfxCardStatus to manually switch).
I've just installed the new version and while it's great, I've noticed this:
The material is pretty much the same on both shots, but metalness set to 1 in the first one and to 0 on the second one. Is this the expected behavior? I expected the ball on the right to be red too!
Sorry for the trouble
Sorry, disregard what I said. I came back into the studio the next morning and it's working fine. Not sure what happened before, maybe the machine just needed a reboot (it's due for a replacement). Thanks a lot for the help though. Each improvement to the baking workflow means I don't have to bring work home with me as often as I used to. :thumbup:
More shots there:
http://www.artstation.com/artwork/khul-gaar
@dzibarik Some of those are pretty simple.
use a tile Node. it basically tiles a shape with options. The herringbone patters may be a little tougher but I think you can still get it using the tile node.
Definitly getting the stylized feel. How much control do you have over it? Can you change brick amount/color/age?
@arvinmoses I've been trying to create a herringbone using multiple tiling nodes with different masks on them but haven't gotten it to work perfectly yet. Will keep giving it a go.