Substance Painter 1.x

Substance Painter 1.x

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Saulkar Jun 20, 2014 @ 1:20am
Subdivision?
A feature that would be pretty useful I find would be subdivision so that you can not only find artifacts in your unwrapping or distortions caused by your geometry but also be able to properly visualise how the texture will wrap around a curved surface that would otherwise appear very blocky without it.

Right now I am working with two character models, one subdivided by one iteration and one without, as the latter is too blocky to get a good idea of how the texture will look on it. The former I import into Substance painter to do what I described above but it is clunky, distorts the UVs, and before BETA 7 I would always get black squares on the mesh.

Lastly, it would also let you preview displacement maps.

What does everyone think?
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wesm Jun 23, 2014 @ 1:56pm 
You can preview subdivision in Substance Designer through the tessellation shader. We will bring the same shader to Substance Painter. The low res mesh shouldn't distort the UVs more dramatically then the high res version. One thing I am wondering is if you are referring to smooth vs linear UV interpolation. If you are working with Subdivision surfaces in applications like Maya or modo, you can choose to smooth the UVs. Can you post a screen shot of the distortion in the low res?

Cheers,

Wes
Saulkar Jun 24, 2014 @ 5:37am 
I have no idea what happened but it is fixed (0.7.1 Build 370). What used to happen ( 0.6 - Build 354) is the textures at seams would curve, sorta like what happens to textures on the poles of a sphere or improperly scaled UVs. I just tried to replicate what would happen before (since I deleted the previous textures and obj exports) with the same model and uv layout with no discernable distortion or artifacts. I will play around with it to find out if it was user error or something in the software was fixed

What I would normally do in 3DS Max 2014 Commercial is collapse the UVW Unwrap modifer into the 3D model after unwrapping, duplicate the model, add a turbosmooth modifier with one iteration to the duplicate model and then collapse it into the model before exporting it as an OBJ (I did try exporting and painting .3DS after OBJ gave me black polygons, which are now fixed). I would then paint it in Substance Painter then export the texture.

I would then apply the texture to the low-res which would look good at rendertime but each incremental iteration of Subdivision/Turbosmooth would stretch and slightly curve the texture away from the seams. This time around the results are one to one and sitting pretty despite me having changed no settings nor altering my workflow at all.

If I find that somewhere along the way I goofed something up which caused the original problem and not the software I will let you know. Could be something worth documenting so that others do not make the same mistakes as I did.

P.S. This is the upper-body wireframe of the model (2 subdivision iterations) I was originally playing with in case it helps as the seams that wrapped around the base of the shoulders were single handedly the worst offenders: http://fc09.deviantart.net/fs71/i/2014/148/4/5/refined_bicep_shoulder_and_chest_geometry_by_shadow_whisperer-d7k3mgp.jpg

P.P.S. The tessellation shader sounds dope.
wesm Jun 24, 2014 @ 7:11am 
Originally posted by Saulkar:
I have no idea what happened but it is fixed (0.7.1 Build 370). What used to happen ( 0.6 - Build 354) is the textures at seams would curve, sorta like what happens to textures on the poles of a sphere or improperly scaled UVs. I just tried to replicate what would happen before (since I deleted the previous textures and obj exports) with the same model and uv layout with no discernable distortion or artifacts. I will play around with it to find out if it was user error or something in the software was fixed

What I would normally do in 3DS Max 2014 Commercial is collapse the UVW Unwrap modifer into the 3D model after unwrapping, duplicate the model, add a turbosmooth modifier with one iteration to the duplicate model and then collapse it into the model before exporting it as an OBJ (I did try exporting and painting .3DS after OBJ gave me black polygons, which are now fixed). I would then paint it in Substance Painter then export the texture.

I would then apply the texture to the low-res which would look good at rendertime but each incremental iteration of Subdivision/Turbosmooth would stretch and slightly curve the texture away from the seams. This time around the results are one to one and sitting pretty despite me having changed no settings nor altering my workflow at all.

If I find that somewhere along the way I goofed something up which caused the original problem and not the software I will let you know. Could be something worth documenting so that others do not make the same mistakes as I did.

P.S. This is the upper-body wireframe of the model (2 subdivision iterations) I was originally playing with in case it helps as the seams that wrapped around the base of the shoulders were single handedly the worst offenders: http://fc09.deviantart.net/fs71/i/2014/148/4/5/refined_bicep_shoulder_and_chest_geometry_by_shadow_whisperer-d7k3mgp.jpg

P.P.S. The tessellation shader sounds dope.

Great to hear it is working now. Please post if you can replicate the error.

Cheers,

Wes
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Date Posted: Jun 20, 2014 @ 1:20am
Posts: 3