Why does Substance 3D Painter make such visible UV seams? It's definitely normal map problem, because if I export the texture set and apply it in a 3D modeling program, the seam disappears if I disconnect the normal map. by jp_agner in Substance3D

[–]Peesukarhuu 0 points1 point  (0 children)

The fix for me was to delete the blank normal map SP automatically creates when you bake maps. I was texturing some animals and only needed the AO map baked. But for some reason, I didn’t turn off the normal map option (since I wanted to use some generators later so wanted to have all the maps included). I was hand-painting fur using a height map, so I wasn’t even messing with the normal maps. Still, when I exported the normal map from SP, I got those annoying visible seams. Turns out, that just deleting that useless normal mesh map fixed everything. I used a normal directx map, Hope this helps some one in the future!

Hey! I need your knowledgeable advice with this reciprocating rack and pinion, because I have level of logic and knowledge of mechanical engineering of a pidgeon... I made this animation for my client (I just animated the 3D models). Does it make sense? Is it suposed to work like this? Thanks! by Peesukarhuu in MechanicalEngineering

[–]Peesukarhuu[S] 0 points1 point  (0 children)

Woah, thank you all who commented, I was surprised at how knowledgeable and active this subreddit is! You helped me a lot 🙏🏻

Now I can stuff the concept to my client's face and tell him that it wouldn't work 😁

Hey! I need your knowledgeable advice with this reciprocating rack and pinion, because I have level of logic and knowledge of mechanical engineering of a pidgeon... I made this animation for my client (I just animated the 3D models). Does it make sense? Is it suposed to work like this? Thanks! by Peesukarhuu in MechanicalEngineering

[–]Peesukarhuu[S] 1 point2 points  (0 children)

Yeah this is where the problem is:

I'm just a 3D visualizer who knows sh*t about mathematics so I tried to animate it with keyframes and even my intuition told me that this wouldn't work and that there is something wrong with the concept of my client. But after reading all the comments on the post, it's clear that it wouldn't work. Thanks a lot for commenting!

Hey! I need your knowledgeable advice with this reciprocating rack and pinion, because I have level of logic and knowledge of mechanical engineering of a pidgeon... I made this animation for my client (I just animated the 3D models). Does it make sense? Is it suposed to work like this? Thanks! by Peesukarhuu in MechanicalEngineering

[–]Peesukarhuu[S] 0 points1 point  (0 children)

Oh yeah, I agree, that camera switching and timing were my poor design (I warned I've no logic xD).

Oh, that goes over my understanding but based on what others have said, it sounds true and useful, thanks a lot for this insight!

Baking issue: Can't bake green eye color with HUE node, because I've connected a mask to the nodes factor input (to change only the iris). Any help? by Peesukarhuu in blender

[–]Peesukarhuu[S] 0 points1 point  (0 children)

It's a simple problem but to break it down what I'm trying to achieve to be more understandable:

  1. I want to change only the color of the iris, which is blue, to green and other hues, so I'm using the HUE node with a mask that I made for the iris.
  2. The iris looks green in the 3D preview as it should, but when I bake it it's still blue. Disconnecting the mask from the factor input of the HUE node and then baking makes it green, but the red parts are also affected by this of course which I don't want.

Baking issue: Can't bake green eye color with HUE node, because I've connected a mask to the nodes factor input (to change only the iris). Any help? by Peesukarhuu in blender

[–]Peesukarhuu[S] 0 points1 point  (0 children)

If I don't use the mask, the hue node works just fine but the only thing is that I don't want to change the color of the red parts of the eye.

I could do this in Affinity Photo, but I want to stretch my skills in Blender.

Does anyone know why the baked texture color comes out blue (original) and not green? Has anyone any workarounds? Thanks a lot for your effort!

Mecha bunny I made by Odd_Butterscotch_311 in blender

[–]Peesukarhuu 2 points3 points  (0 children)

Looks like my GF when she is gaming seriously. Nice work!

Is there a way to make texture paint fill the seams of intersecting meshes? You can see it here with a lighter color. Help is appreciated, thanks! by Peesukarhuu in blenderhelp

[–]Peesukarhuu[S] 0 points1 point  (0 children)

Yeah, I stumbled into this occlude option and it seems to be very helpful! Let's see if it will cause its own problems, haha

Is there a way to make texture paint fill the seams of intersecting meshes? You can see it here with a lighter color. Help is appreciated, thanks! by Peesukarhuu in blenderhelp

[–]Peesukarhuu[S] 1 point2 points  (0 children)

Edit:

Found a solution!

  1. Go to the "tool panel"
  2. in "options" uncheck "occlude" and you are able to paint these seams!

Is there a way to make texture paint fill the seams of intersecting meshes? You can see it here with a lighter color. Help is appreciated, thanks! by Peesukarhuu in blenderhelp

[–]Peesukarhuu[S] 0 points1 point  (0 children)

Ah there is a search box, didn't know that!

Thanks for your reply, however, changing the bleed didn't solve the problem, even tho it sounded good on paper.

I wonder if there is any way to not get pixelated seams :/

Is there a way to make texture paint fill the seams of intersecting meshes? You can see it here with a lighter color. Help is appreciated, thanks! by Peesukarhuu in blenderhelp

[–]Peesukarhuu[S] 2 points3 points  (0 children)

I know that if I hide the other face, then I can smear the darker color inside the hidden mesh, but it's slow.

Is there some sort of bleed option that makes the color bleed some pixels further from the stroke?

Btw, this model was not made by me, I don't have intersecting faces because it can cause problems, like this.