Substance Painter 1.x

Substance Painter 1.x

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Milacetious Jun 29, 2015 @ 6:39pm
Weird Exports
Whenever I try to export the images i've created I get these weird ass looking exports http://i.imgur.com/s0Abw0I.png
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Showing 1-15 of 17 comments
Pte Jack Jun 29, 2015 @ 7:39pm 
The looked like an AO or specular map and that seems to be how SP exports textures. What I usually do is take it into a program like GIMP and use a uv map to cut out what should be alpha or not part of the actual texture to get rid of the fodder. Hopefully there's something in the works to fix this...

This is a sample of what I do...

http://i.imgur.com/7pmpb1o.png
Milacetious Jun 29, 2015 @ 8:10pm 
Weird how it do that.
Pte Jack Jun 29, 2015 @ 8:58pm 
It really doesn't matter, the areas that turn weird are usually non uv type areas anyway, I just like to see the actual materials and be able to make out the faces in my materials.
Milacetious Jun 29, 2015 @ 9:00pm 
Yeah, I cut out the weird ♥♥♥♥ with photoshop, seemed to work fine, It works fine without doing it, but I kind of like the materials to be somewhat presentable.
Pte Jack Jun 29, 2015 @ 9:05pm 
Yup, hear you. It's just the way PS does textures... Place your uv on top of the materials and chop out the junk in the alpha spaces between the uv island (or make it black) in Photoshop, GIMP or any image editor that lets you work in layers. (probably what you already did, right?)
Last edited by Pte Jack; Jun 29, 2015 @ 9:06pm
toni_macaroni Jun 30, 2015 @ 11:15am 
A texture is stretched beyond the edges of a UV island to help eliminate any seams. This is actually good. Not so good for presenting your work, but you can get around that by masking the area otside UV islands with a mask in Photoshop or what have you.
Zealot Jun 30, 2015 @ 3:34pm 
Yeah it's just padding.
This is normal. This is called "padding" It will not affect texture negatively in any way. It will actually counter color bleeding.

But you can render UV with 5px padding and white fill (from Max or Blender) , then use it as mask in Photoshop, so you can see UV islands on black background.

BTW if you cut them, don't cut exactly on UV border because it may create color bleeding on mipmaps or LODs.

I usually don't do this but if I'm not lazy I can take this extra step, it will make texture map look more pretty (in PS only; it does not affect 3d in any way)
Last edited by 僕の名前 (仮); Jul 1, 2015 @ 10:33pm
Milacetious Jul 1, 2015 @ 10:48pm 
I think it's been described to me atleast 5 times already, Yes, I know it's padding now, now I'm just waiting for the feature that allows you to modify it to look less silly.
Pte Jack Jul 2, 2015 @ 7:59am 
As the "padding" doesn't affect the actual mesh, I doubt there will be a big panic to fix it.
Milacetious Jul 3, 2015 @ 12:36am 
Originally posted by Pte Jack:
As the "padding" doesn't affect the actual mesh, I doubt there will be a big panic to fix it.
But it looks grooooooooooooooooooss =(
wesm Jul 6, 2015 @ 8:16am 
Hi,

We have on our list to add an option to remove the padding. I don't have an ETA at this time. It is actually diffusion which is more accurate than a padding in terms of use in-engine, however, you get the bleed across the entire texture which is not good for presentation.

Cheers,

Wes
Pte Jack Jul 6, 2015 @ 10:08am 
Thanks Wes, We'll watch for the update!!
wesm Jul 7, 2015 @ 7:23am 
Originally posted by Pte Jack:
Thanks Wes, We'll watch for the update!!

I posted a Substance File in this thread that is a simple utility for removing the padding. You can use this in Substance Designer or Substance Player. You need to bake an ID map from Painter and make sure that Apply Diffusion is disabled.

https://forum.allegorithmic.com/index.php?topic=2602.0

Cheers,

Wes

wesm, will it be possible to have at least some padding, without completely removing it?
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