I've tried turning off sRGB and changing the compression settings to Mask. To export I used Substance Painter's UE4 default Export that uses a RMA. For reference this is how the model looks in Sketchfab (It's not 100% Accurate but decent) https://skfb.ly/6BtTq help please :c
Sorry to hear. Maybe it's an OS compatibility issue that can be solved by running PS in Windows 7 compatibility mode? "CS6 and Earlier on Windows 10" https://helpx.adobe.com/creative-cloud/kb/Windows_10_compatibility_FAQ.html#:~:text=with%20Windows%2010%3F-,CS6%20and%20Earlier%20on%20Windows%2010,-Windows%2010%20is
Hey, i just wanted to render aout a normal via arnolds build in "aov's" I used the aov "N" (Normal) but somehow i am not able to use it correct... i wanted something like that: (a normal map with violet-ish background, a common normal-map i guess) i renderd from the top an i get this: this are my settings: and this is the…
Hi all, I am trying to reimport a Rat mesh into DDO. However when ever i try i get an error message saying: Error loading mesh! Assimp.AssimpException: Error importing file: converting the string "0000000000000000000.000000" into a value resulted in overflow. I am trying to import an OBJ exported form maya 2017. Quixel is…
Hey guys, If i have quixel running in Cross-App mode with Toolbag 2 (version 2.06), i consistently get this crash: It happens every 20 minutes or so, while Quixel is exporting out to the /Flats folder. This is kinda strange, because it doesn't crash if i don't have cross-app mode running and i use the texture exporter from…
Hi, Just wondering if anyone have seen cubemaps that put Y+ at the center of the cross, for example: If all I have is a standard panorama HDR image or a standard cubemap (where Z+ or X+ is at the center), can I generate a non-standard cubemap like above from it? (Maya's PBR material unfortunately use this weird format for…
When I click Import Category, it doesn't specify what kind of file-format I'm able to import. I've tried Photoshop ABR files, which I honestly was expecting to work, and I've tried PNG files. Neither have worked.
I'm working with an asymmetrical .fbx of a model from Zbrush - when I try to bake the high poly mesh in SP, the program seems to bake only one side of the original model, and mirrors it onto the other. Being new to Substance Painter I couldn't figure out why it might be doing that. Is there a setting I might have…