Substance Painter 1.x

Substance Painter 1.x

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Substance Painter 1.x > General > Topic Details
Doppelkeks Jun 19, 2015 @ 11:07am
UV Reprojection not featured in 2D mode. Why?!
Substance Painter was praised to have a feature to allow editing your UV layout afterwards, without having to readjust the texture by hand. See this video if you don't know what I'm talking about: https://www.youtube.com/watch?v=jCKtmQr4bGU

When I tried this feature I was a bit dissapointed as all my brush strokes made in the 2D mode were not correctly reapplied. Digging further the wiki for Substance Painter revealed the following: https://support.allegorithmic.com/documentation/display/SPDOC/UV+Reprojection


"Since every stroke made in the 2D view is performed in the UV space, there is no way to reproject it properly in case the UV of the mesh change dramatically after a reimport. The best way to make your project reprojection proof is to rely on masking by an ID map and other type of selection and painting performed in the 3D View."


Really? There are ways to do this, see:
https://vimeo.com/32802918

I would rather like to loose some of my brush history than having to re-texture my object just because i worked in 2D mode. That's really frustrating. Even more 2D mode was marketed as a fully functioning tool, but with this issue, it simply isn't.

I really love SP but it still feels a lot like Beta.

Cheers,
Matthias
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Jerc  [developer] Jun 19, 2015 @ 4:33pm 
The example you link to ends up being a very long process, especially if we're talking multiple channels and layers, and it gets a lot longer on more complex meshes. It also doesn't work as soon as you paint normal maps.
I wouldn't say the 2D mode isn't functional, considering re-projection does not even exist at all in most other painting software but maybe we'll find a way to make re-projection happen in 2D in the future.
Last edited by Jerc; Jun 19, 2015 @ 4:33pm
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Substance Painter 1.x > General > Topic Details