Finally I had some time to work on this model again.It's been a full adventure so far,so let me start from the beginning. After I unwrapped every piece I've tried to pack the uv's but seems like 3ds Max doesn't like a large amount of UV chunks as it took like 10 mins to pack them,so I have to look for alternatives.After…
It got a little easier in the end. I'm assuming there were some changes in Blender, because the (simple) face rig was much easier to make this time. Weight painting was the most time-consuming though. But it's as finished as it's going to be, I think. At least until I add hair. By this point I got used to seeing her…
While I have never baked normals in SP (never needed it for that to this day) I would assume that its baking tool is accurate since it has long been tested by now. So from there, a difference in result could be caused by the model not being triangulated before baking, with SP and Xn potentially triangulating things…
* Hello everyone. I am sort of new to Substance, and I have some thoughts about the process. I am modeling in Blender. My method of modeling is to model all parts separately, and then assemble them to the complete model. This can ramp up to a lot of objects (e.g. guitar - made of many small parts). My question is this:…
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 after playing around with different drivers for the 1080ti i've found a relatively stable version for Substance Painter. Does anyone that uses SP with this card have any benchmarks for smooth performance vs resoltuion? I had heard it was smooth as you like, and at 2048 it is painting (relatively) smoothly with the odd…
K so i've been messing around trying to get the 'roughness' input in c4d to behave in a similar way as roughness would in a game engine. I am using the roughness map generated from SP, and lighting the scene with an hdri. I have killed the specular contribution completely, since I am trying to do it the 'physically…
Thank you for taking the time to look at this Jerc. Yes it happens if I create a new project, I have done this several times. The fact that you are getting the same problem as me on an entirely different machine makes me think it is a weird DirectX bug with SP. The Open GL workaround you suggested works very well, here is…
Hello all - I am running into an issue with my export settings in SP. I recently added an ID map export output to my usual setup (which consists of all the usual maps with a few tweaks to the default settings to make my life easier, like making sure that even the BW maps are exported as RGB files, exporting both Yup and…
SP doesn't accept non-square textures so I don't know if you can use 2:1 UV's. You can change the aspect ratio in the unwrap editor in Max but you really don't have to. Just unwrap as normal, but across 2 adjacent UV tiles(vertical or horiz from/and including 0-1, whichever you prefer) When finished uniformly scale to half…