Hello. Have the same problem a long time. Still not resolved. UV borders set to Hard. (SP--Substance Painter) From SP http://prntscr.com/d7pdhv SP bake settings http://prntscr.com/d7pegj The same result with\without cage, distances etc. Project config--tried Compute tangent space per fragment--almost no affect... UV seams…
Just want to double confirm this: There are currently no way to reload material in SP right? I can choose to import an updated material as a separate material, but not update the original material when SP is open, correct? Even replacing the original sbsar file and re-apply material won't cause SP to reload AFAIK. Only…
https://www.youtube.com/watch?v=KvbDC4U4TfM (First clip made inside UE4 with the last update in my WIP project with firt ambiance test) Hi there, this is my first post here and i'd like to share my progress for this new project :) [WIP] SECIIIU-IV - Hardsurface project I started this personal project in order to perfect my…
The main advantage for me baking in SP is that it's in the viewport ready to start texturing. Baking in TB is an extra step to get back into SP. I could be using 10 texture sets in a single project so import/export is a pain. Match by mesh name is not a problem once everything is planned in advance and set up in your DCC,…
Hi. This is my first time working using Udim Workflow. For my model I use 1 material with 2 Udims (uv tiles) and for each of them I need a mesh map in SP. When I bake mesh maps inside SP, they are automatically distributed to the slots in the mesh maps tab and each mesh map has the number 2, which means that 2 textures are…
I started painting this model in SP. Just a WIP, still need to tweak the maps and put some more dirt maps on the lower body. I am making the the patterns of the clothpieces in Substance designer. Here are some shots from SP. Thank you, after checking the feet i saw i lost the footshape and made them too thin. I widen and…
Okay. Ordinarily, I was going to do it within ZBrush after the secondary forms, but my mentor recommended SP due to having more control with the scaling of alphas etc. Plus, I think because it would be faster to work on/with due to it being a low poly model. I think the original artist - Jason Martin - said he uses SP for…
When I Bake Normals in Maya, which is awfully slow, the result is fine. In Substance Painter "Industry Standard", there seems to be a Bug. At least after reviewing this for a couple of days: All hard normals on lowpoly, split uvs on hard normals. Baked with average normals in SP and Maya wit hdefault settings. I reviewed…
Okay, here it is quick. I'm starting to work on custom substance painter smart materials "spsm" file type and I've got some noob questions. Substance Designer-SD Substance Painter-SP My workflow is: 1.SD- Create material 2.SD- Export 4K PNG 3.SP- Import textures and apply them to fill 4.SP- Create custom generator 5. SP-…
My workaround has been to open the UV editor via a shelf button that adds a custom panel next to the UV toolkit. When I want to add something I look up the MEL command for it and add an entry to the list. if (`workspaceControl -exists PixelBUV`) deleteUI PixelBUV; TextureViewWindow; global proc…