So I am getting this artifact while using Height Brush (with a Blur Filter) across UV seams in Substance Painter. Is there's any way to avoid this artifact? Or I have to sew the edges. Since the object is rectangular, it's impossible to sew all sides while maintaining good UV space. All I want to do is to draw a line with…
So I've always had this issue for baking in substance painter, I always get these small black dots/clipping around the edges of my model. I try my best to make sure the high and low poly match up, I keep my UV islands pretty spaced out, I mess with the max and rear frontal distance in the baker settings. Is there anything…
So I have been out of the "game' for a while but I am starting to get back in the swing of things. I am starting by remastering some old props in order to learn Substance Designer and PBR methods, but I noticed something strange. I am likely doing something wrong but, to me, it seems that SD 3D viewer interprets maps…
o this is a Forest Ground texture i worked on for a personal project. It took me 3 complete days to complete all of this. All the assets on the texture are sculpted and textured using Zbrush itself. The base ground for procedural was done using Substance Designer. I have added in the Branches, pebbles and leafs i sculpted.…
Hey PolyCounters, I've been wanting to learn Substance Designer for awhile now and since I'm starting to plan my next project, I decided now was the best time to knuckle down and try my hand at it. Im starting off with bricks! I followed allegorithmic's tutorial on YouTube and after, went back and played around with all…
Apologies if this is covered somewhere that I haven't dug up in my google / forum searches. Is there an easy way to update a .sbsar base material so that changes made in Substance Designer propagate to fill layers in Painter? Right now I've been using 'export .sbsar as previous' in designer then re-importing in painter and…
With the Day of the Dead festivities taking place at the moment, I think this is an appropiate time to share with you guys my process of production of my most recent piece. I hope you like it guys. "Lady of Death" - Mictecacihuatl. My main source of inspiration is the Mexica mythology. She's the queen of Mictlan, the 9th.…
Hi, I now understand about the mikkt and you can work with one smoothing group or different smoothing depend on uv island etc... I test out this object for baking to see the result here the Xnormal result with 2048 and 256 : in xnormal show some shading effect small amount in 2048 but noticeable in 256 here in Substance…
Managed to make it look more like I wanted through a combination of using the same HDR image and tweaking the material in Substance, it doesn't look much like it did before in substance but now it looks ok in UE4. :dizzy: https://s14.postimg.cc/wohpajzw1/Material.png
@poopipe -> "Disable average normals and see what happens. " I think I tried that too, but I'll try again. UPDATE: I disabled it and nothing changed. -> "Max and substance use different tangent spaces so you'll see seam artefacts. " I don't remember to have that problem with the previous model also baked in Substance…