Hi Arsh This is what the pack fixes and as you can see each fix is proceeded by the service pack number that fixed the problem: Heres the SP3 fixes only: Added entries in the .ini file to be able to set TCB default values for the different Biped key types (SP 3). Lag with Select by Name dialog when Cloth is used with…
Hi guys. I have a problem. Experienced Max user here, and I was making a little stick grenade, just as a portfolio piece. Trouble is, I cannot for the life of me ge it to bake properly. Shown below are the low poly and high poly, along with the object names. The head section of the high poly has been split into multiple…
Hi, I have been wondering about this. When I author a material in SD, I am able to change the material tiling factor to check how it may look with higher UV scale. SD (this is under 3d scene -> materials -> edit): SP: While that works, I believe it isn't the same as the UV scale for material in SP. When I examine the same…
Sup guys :) Have a problems with normal maps in Unity. Pipeline are: Blender -> Marmoset, where i bake normals with flipped Y -> SP where project are set to OpenGL. Model to marmoset and SP exported normally with blender default export. For Unity i use addon: https://github.com/EdyJ/blender-to-unity-fbx-exporter whis is…
Hi! I'm new in SP and have this problem I can't seem to find solution for.. When I create textures in painter they look nice and sharp, however after exporting them to 3d max, they become very blurry. I tried increasing and decreasing uv scale in SP, but it doesn't help.. Maybe somebody faced the same problem and can share…
SP works fine with simple built-in materials. However, when I download and use some complex materials from either Substance Share and Substance Source, SP is extremely slow to respond. It takes around 10 seconds or something to update simple changes. Extremely slow! What might be the cause of this? I am planning to upgrade…
I've just installed QS2 and am really impressed by some of the demo vids(having purchased the beta and since moving to Substance Painter:) ) Now for the practicalities: I'm wondering if SP and QS2 are synced, or does QS2 use Mikkt? I have a test mesh baked out from SP using a synched-single smoothing group workflow. There…
I think there is a problem in "step 2" for naming convenction ... I realised when I started a new proyect in SP. see the image . I ve exported all the FBX pieces (lowpoly pieces) in a temporally file to work with it (in fbx's blender exporting tab) , it is ok... in the step 2 ... you mentioned to separete propiety and…
I'm making a Gameboy Advance SP. I got the "hint hint" to do this project after I posted a pic on facebook of my own Gameboy Advance SP being broken. :) Here is the high poly. All crits are welcome. My biggest concern is having well defined materials in the end.
hey yall, so i spent a good part of my day consolidating all the random brushes / alphas / materials and so on into one giant library that multiple programs can pull from and its all based on SP's shelf structure. my issue is that now when i open SP, the Hard Surfaces tab on the shelf is completely empty and all the…