hey guys, i got some problems with the new version of SP 1.3.3. i want to export my maps to ue4 and take a look there. but when i want to export my maps i they all look really crashed up and the presets i can choose are not very good. to show you what i mean here is my base and my normal map i get from the export: it would…
so how do i stop this happening? i need to use the exported maps for marmoset so i can get a high resolution render. My normal maps look ok, but everything else looks really strange. thanks for getting back to me so quickly btw ^_^
If some parts of you mesh are not present on the texture, the padding will fill the empty areas. Did you split your asset in multiple texture sets ? If that's the case, you will have to either merge them as one texture set (one material ID) or to manually hide the padding and recompose the exported textures as one. This…
These maps are actually fine. Painter is just giving a maximum amount of padding from each UV shell, which as far as I know is actually a good thing to do for mipmaps (unless I'm wrong?). You can see that the actual areas where the geometry would lay on are intact. I do agree that for presentation purposes it's really…
Hey oxblood, take a look at this thread https://forum.allegorithmic.com/index.php?topic=2602.0 - Wes has created a node to mask areas by color ID map. I haven't tried it yet but looks like this is what you're after! - Again, there's nothing wrong with the padding that Painter applies, I'd only remove it for presentation…
Aaahhh its starting to make sense now, I tried to reimport the mesh with a single color I'd. But that's removed all the materials. I guess I'll have to learn how to merge the texture sets in substance designer.