That looks like your model is projecting the high poly back on to itself, for concave shapes you have four options to fix this: 1. Bake those parts separately one at a time with the other parts of the model deleted (worst way) 2. In Max/Maya keyframe those parts away from each other so there is no overlap and bring the…
Hmm I just saw the price they are listing on their FAQ page: $590 We were actually told it would be much less than the cost of Substance Designer. What happened guys? "Hi guys, Jerc from Allegorithmic here. Just wanted to address a few concerns ... As for the price, I can't give you specifics now, but Painter will be much…
Is it possible to toggle the visibility of a stencil? For example in Mudbox you just hit the Q key to toggle visibility. The only way to do this in painter that I've found is to actually remove the stencil. Most of the time when I use stencils I want to toggle its visibility to see the work I've done more clearly. also, i…
I love painting with height map and roughness at the same time, but I wish there was a way to control the value of both after I painted them. Right now I can only change the opacity while it's the actual value that I am interested changing. A bit more procedural if you will. Dodge / Burn that works on all channels, and a…
it appears that maybe the substance bake maps operation hangs up on decimated meshes that have been exported out from zbrush without running a "fix mesh" clean up on them. Xnormal is able to deal with these dirty meshes and bake with out worry. maya though has issues importing them and needs to be cleaned. The issue with…
I don't think it deservers it's own thread so I will ask here. I created material based on tutorial I found on Allegorithmic youtube. The paint layer has mask created by all those special layers (fill generator etc.). As you can see the mask has those regular wear marks on the edges. It's just fill layer with curvature…
So I'm having trouble understanding the export options correctly. I'm trying to export the textures for an item I made for Killing Floor 2, which uses a modified version of the UE3 engine. ("3.5"). The game expects me to provide the standard of Diffuse, Specular and Normal maps for any items I create. However, I'm not sure…
Very excited to announce that the Substance Painter Public Beta will go live on Steam on March 6th, which is in 2 days only! The approach we want to take with Painter is the same as the one we have been successfully taking with Designer over the last 2 years: bringing the product early to customers and be very open and…
New Substance Painter beta is up on Steam and on the website! Today we are introducing one more awesome feature: Seamless 2D painting! I'm quite excited to know what you guys think about this one :) Also, the next sprint just started and we are now working hard on bringing Multi-material support as well as Adjustment…
xNormal with compute binormal unchecked but checking it in painter seemed to make the normals display the same. I also tried rebaking after doing the previous mentioned with it checked in xNormal but no difference in results there. Most likely becausethis prop has a lot of split smoothing groups in comparison to the other…