Its actually not that small, it's squished (4k*2k). I mean, yes, it is thin, but not to that degree. Different smoothing group=different UV island. I could understand if I was working with sub pixel islands, but I'm not. That's another bit that bugs me. The UV preview still shows a square output even if you are working on…
i tried my best to straighten UV boards and align with pixel to the best of my knowledge. It seems to of done nothing. A low res normal map really shows them up. it looks rubbish :-/ These assets are going to be big in my scene, with seams like this at 1024 or 2048 size they will be seen by the player in first person. I…
Hi @Jerc padding and dilation is the same thing right? extending your uv pixel edges on the texture to avoid nasty mips? Well the output that I got with even No Padding option selected is still have full padding as if I select Dilation Infinite option. What I'm trying to export is a texture with padding and uv mask (like…
PMed the sbsar. I've been trying various things to try and get the exposed parameters to appear in the publish dialogue or in Substance Painter, all without success. Doesn't seem to matter whether I'm using a default sbs or a totally fresh file with exposed parameters. Regardless of what's exposed, the only parameters that…
Oh! Projection mode works exactly like full material stencils, perfect! That will help a whole lot, thanks! One quick suggestion (and maybe its possible already) would be to allow you to adjust the spacing of the tiling. If you're using a stencil/substance that has pixels close to the edges, it makes it a bit tough to not…
Hey guys, thought i'd chime in with some feedback! I've been digging into substance painter in an attempt to work it into our pipeline at work. The main functionality I'm looking for, is the ability to stamp decals/details based on substance packages. The process i'm experimenting with involves models with many uv shells…