Substance Painter 2

Substance Painter 2

View Stats:
Saulkar Jul 29, 2016 @ 12:00am
Can Open A File But Nothing Happens
So... I think I might have a corrupted file but I pray that it can be recovered. As many of you have probably figured out by now I am pushing this software past its breaking point. Working on hundreds of 2 and 4K texture sets I can easily use up to 20GB of RAM when working and bring this sucker to its knees. In fact, I got a new (used) Firepro card because I keep on running out of VRAM when using the Software and despite the fact it is not supported I have heard from a couple of other people that it works just fine (fingures crossed).

But right now something weird happened. I saved two copies of my project, each above five gigs (but not my largest), about 4 hours apart. I made one last save before closing the program and putting my computer to sleep. Waking my computer up a couple of hours later after I got back and found that it had managed to turn itself off despite waking up by moving the mouse. Not only that but my preference for a couple of drivers and programs were completely erased (Wacom, 3DConnexion, steam password, etc) but easily enough restored. What was not however was my latest file. Attempting to open the file results in its name showing at the top of the window but absolutely nothing else happens. The older copy opens just fine but if I cannot get the latter to open then I am out more than 4 hours of work. Does anyone have any suggestions?

P.S. These files are massive so I try to limit the number of redundant copies I create as well as the fact that this is the first time I have ever had trouble opening a file with this program.
< >
Showing 1-7 of 7 comments
Hitpawz Jul 29, 2016 @ 12:48pm 
Let me preface by saying "i'm at a complete loss, sorry".

I'm assuming you've done the whole rebooting process.

Are you absolutely certain that the app is finished processing? I'm sure you are.

Have you tried opening a file that works and then opening this file? Does it clear the viewport and the materials for the file that was open and then behave as you described or does the open file remain and just the title changes? This would help determine if SP is simply refusing to process it at all, if it's taking an eternity or if it's locking up.

This is a stretch, but do you have more than one HDD in your machine? If so, you might be able to copy the file over, using Windows Explorer, to a different drive and open it from there. One might assume this is pointless, but it is not. I've had a drive that appeared to be working, but a whole subfolder of it wouldn't allow me to open any files in any app. Again, a huge stretch but other than that I have literally no clue what to do.
Saulkar Jul 29, 2016 @ 6:36pm 
I tried copying the file to another hard drive and opened it only for nothing to happen except for its name to pop up at the top of the window. I then tried opening a working file which caused the entire program to hang for a minute and a half before I was finally able to start navigating the viewport. Trying to open the wonky file again just blanks out the viewport and nothing else, no burst in CPU or RAM usage, no hang or slowdown of the interface, no nothing. I guess it really is a loss then.
Hitpawz Jul 29, 2016 @ 7:23pm 
It seems that way, unfortunate as that is.

Don't delete that file just yet. Perhaps the developers know of something that can be done. You won't get that answer within the 4 hours it takes you to get it back to what it was though.

Sorry man, that's very frustrating. I know from countless experiences myself. It's very hard to stay motivated, concentrated and to enjoy your work when you already poured it all into it once before and now you're looking at tons of work just to get back to where you were instead of making more cool stuff.

However, I know most of the time, when this happens to me, I end up doing it faster and a bit better the next time around. A lot of time is often spent on deciding what you want to do, not so much the clickies it takes to get there. Hopefully you can scream through it.
Saulkar Jul 29, 2016 @ 9:42pm 
I the meantime waiting I simply skipped the texture sets I lost and went to work on other parts of the model. I guess I will have to back track eventually and start working on what I had skipped.

Say, what do you personally think of the progress I have made so far on my model?

http://orig15.deviantart.net/264e/f/2016/205/0/c/wraith_reaper_lower_body_texture_shots_by_shadow_whisperer-dab6an0.jpg


http://theshadowhisperer.deviantart.com/art/Wraith-Reaper-Lower-Body-Textures-623430052

P.S. I forgot to add bullet damage to the legs, derp!
Hitpawz Jul 30, 2016 @ 8:02am 
Overall it's really good. In some parts it's extremely clean and awesome. There's one or two aspects that I would personally do differently. I want to preface this with the obvious, this is merely an opinion and not a reflection of the quality of workmanship. Your quality IS there.

I'm not a huge fan of the total amount of color in it. Basically too much red for me. While I can't 'exactly' tell what the thing's supposed to be or what kind of scale it's at, I get the feeling that it's space station sized. That much paint makes less sense in a real setting. Imagine the expense of such a task and also, what purpose does it serve? Smaller pockets of color, used to indicate areas of interest (landing bay, doorway...etc) would, I think, sell it more as a feasable object in a real world.

The rows of lower "fins?" are a hair confusing as to what's going on. Up top, there's clearly designed shapes with the light grey areas and the hexagonal details within them. That's being unbalanced too much with the color of the metal you have underneath on the fins. What it looks like is designed shapes of hexagon plating on the main parts with UNdesigned shapes of hexagon plating on the fins. Basically the fins are supposed to be damaged and revealing the raw metal, correct? I would, in this case, make sure the raw metal doesn't match the color of the designed elements so that it reads easier between design, wear and damage. I would go in and make one or the other much darker, almost black. If those are bullet damages, make those very dark and simulate burning and scorching.

Lastly, try not to just rely solely on Painter's edge tools. Make sure that edge damage is broken up at least in small parts. We're getting to the point where we can recognize Painter produced textures..much in the same fashion we can all clearly spot a photoshop lens flare filter. In reality, just because an object has a corner or edge, doesn't mean it's going to wear there. The wear should still be thought of in the areas that the object would receive a lot of friction and surface to surface contact....or dust/wind blowing against it. Just a small amount of break-up done with a procedural grunge to bring some of the unworn edges back in will help mask that. I personally find this important but you definitely need to weigh it against time spent on the project......This last paragraph isn't actually based on a single thing I see in your images. I'm only sharing something I feel about texturing in general. I'm a bit too far away from the asset to see those details perfectly clear. Your edges from this distance DO look broken up, but only you will know if they truly are.

Again, overall it's well done.
Last edited by Hitpawz; Jul 30, 2016 @ 8:06am
Saulkar Jul 30, 2016 @ 2:08pm 
Thankyou for the well thought out critique. It is actually only 5 meters tall and is my interpretation of a much older variant of this machine: http://theshadowhisperer.deviantart.com/art/Something-I-want-to-show-203071845 http://vignette3.wikia.nocookie.net/wiredforwar/images/f/fa/Machines_Coverart.png/revision/latest?cb=20110804212202

Supposedly the first machines were crude military reimaginings of industrial ones so I wanted to design a construction vehicle first then throw weapons and armour on it second. The fins are deployable like a riot shield with crude shield generators.
Last edited by Saulkar; Jul 30, 2016 @ 2:09pm
Hitpawz Jul 31, 2016 @ 10:05pm 
Ah ok. Yea, at that size and it being legs of a robot makes the coloring perfectly fine. Though I still want to caution against over use of coloring in general. You need to let the eyes naturally wander to the various parts.

In the images of the robots you posted, it's clear what parts are the legs and it would still be clear if one of them was blown off because they have no color in them at all. Don't just mimic what you see, obviously, but keep those design concepts in mind moving forward. A cohesive design doesn't mean all one color combination. Breaking that apart on purpose goes a long way to help viewers recognize what's going on.

Imagine it in a movie. You've seen the whole robot throughout the film. This isn't the reveal and it's no secret what it looks like. In this imaginary scene of the film, somebody is hiding under a bed. A big red metal thing comes slamming down onto the floor and you see it from their point of view..from under the bed. Will you know if that's a foot, a hand, an anchor or a gun barrel or a melee weapon? Thinking of my work in these kinds of imaginary scenarios always seems to help me make decisions I'm happy with..which is what's important in the end.

I'm just spouting theories...again you're doin great work on it and I have nothing negative to say...(which I would mention if I did see something, because pandering to people's feelings doesn't make them push themselves). Be sure to post progress.
Last edited by Hitpawz; Jul 31, 2016 @ 10:07pm
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Jul 29, 2016 @ 12:00am
Posts: 7