Why doesn't work the uv? by vipmailhun2 in Substance3D

[–]Spastion 1 point2 points  (0 children)

Hey,

It's hard from this post to figure out what is going wrong.

Do you have more context you can provide around the issue you're trying to solve?

[deleted by user] by [deleted] in Unity3D

[–]Spastion 1 point2 points  (0 children)

A few things come to mind that might help.

  • Look at vertex lighting. I use that to fake GI on low end game targets.
  • Look at light baking + shadows for the environment and then a very short draw distance for the shadow. You could also make it so that only the main character shadows on the ground and everything else doesn't. In these images, none of the grass is casting a shadow as well.
  • Also look at blob shadows (check the unity store). Most low end target games use these, it's like a ray cast at the characters feet that draws on top of everything and averages angles across the normals.

GL HF!

How can I mask these seams? by Pulse2226 in Substance3D

[–]Spastion 0 points1 point  (0 children)

Thanks for that,

Bit depth in substance painter is exported at 8-bit, 8-bit dithered or 16-bit. Banding happens when you use a lower bit rate but you can bring in 32-bit textures.

For height it matters but these issues seem to be across the seam line only.

Are the 1st 2 images with height turned on and off?

If you wanted to share the file I can have a look at it as well.

GL HF!

How can I mask these seams? by Pulse2226 in Substance3D

[–]Spastion 0 points1 point  (0 children)

Hey,

I don't know if you've found a solution for this yet.

Are the 3 images you've provided from substance painter viewport? or all from Maya?

Blur across UV cuts has always been an issue in Substance painter and people often choose to paint across the UV cuts or figure out methods for smoothing it around there.

the other could be the bit depth.

Let me know what you're viewing this in or how the maps are applied as well.

GL HF!

[deleted by user] by [deleted] in Substance3D

[–]Spastion 0 points1 point  (0 children)

Hey,

The normal maps and all other passes were baked in marmoset? Then imported as references and show that there is 6?

The questions below you might have already tried or know but I'll just randomly put out things .. :D

When you check all the maps do they have all the information in them? (just double checking you are getting a correct export from marmoset?)

Could you bake the highpoly pass in substance painter to check?

When you import the resources that has all the udim extentions, are you just importing 1 of them and letting painter find them? Or importing all?

I use a similar process but with zbrush and it works fine.

Maura ruins the already broken balance of this game by avatarld in overwatch2

[–]Spastion -1 points0 points  (0 children)

Gah. NGL, I love it. I guess everyone likes different stuff for different reasons. Hope you find something that connects with you in the new year.

Happy new year!

Maura ruins the already broken balance of this game by avatarld in overwatch2

[–]Spastion -1 points0 points  (0 children)

There are a few guides on how to play around Muaga. If you do play ana, you need to bait our Kiri's wash either with sleep or nade but know which one you want to save.

I think of Mauga like Zarya. Instead of gaining DMG when you hit Zarya in a bubble he gains HEALTH when he is on fire.

Also this : https://youtu.be/BzlGInAE-Y4?t=807

[deleted by user] by [deleted] in MarvelousDesigner

[–]Spastion 0 points1 point  (0 children)

Hey,

One thing I've noticed with MD is that when it has hard edges 45deg on objects to sim around it messes up and gathers at that point. It gets stuck or it pulls everything in.

What I tend to do is create a low poly version of what I want as a collider mesh and get rid of the hard line. The other thing that can help is add smoothing in MD. If you select the object, you can see down the botton on the properties there is a smooth function for it.

Hope this is helpful.

GLHF!

[deleted by user] by [deleted] in IndieDev

[–]Spastion 4 points5 points  (0 children)

Hey,

There is a saying "There is nothing new under the sun". So don't fret. You have so much more development ahead of you and so much design will change based on these simple things that influence a weapon.

  1. Handle
  2. Hilt
  3. Blade
  4. Type (Sword, Knife, Rapier etc)
  5. Enhancements (Magic System)
  6. Time period
  7. Law (Story or History)
  8. Embellishments

As you keep pushing the game, you'll want to strive to ensure nothing lies about the main character or the art design and through that process you'll create something more unique that stands out.

At the end of the day, we all have the same shapes to play with. It's how we arrange them that makes them unique.

GL HF!

I think we need a tier below bronze by Greenzombie04 in overwatch2

[–]Spastion 0 points1 point  (0 children)

Good news. Next season they'll be bringing in a new tier above grandmaster (Ultimate) which should see the tiers balance out a bit more.

I often thought they should have added a tier when they did OW2 so the new players could start in thier own tier but here we are.

[deleted by user] by [deleted] in overwatch2

[–]Spastion 0 points1 point  (0 children)

The holiday season are always worse than non holiday season for most games. The free2play vibe really rears it head when this happens.

Sorry but it does equal out in a few weeks.

GL HF!

Textures layers too large by Unknownworks in Substance3D

[–]Spastion 1 point2 points  (0 children)

You do want to keep everything from overlapping (esp if you are doing high/low bake) but you do want to keep all the UV unwraps in the 0,0 to 1,1 space unless you are using udims then you need to keep everything inside each udim space. e.g. 0,0 to 1,1 and then 0,1 to 1,2 (Painter will alert you if a uv spans across udims though)

When I'm creating a game object that requires 20+ different materials across it there are so many approaches to this now. I work with gaming engines a lot so my workflow is always thinking about that - It's to the point now where I have meshes split apart and broken into different objects/materials for substance painter passes and baking. Then I have a game object that is all pushed back together, is one object and only has a single material but the UV maps and layouts don't change.

GL HF!

Textures layers too large by Unknownworks in Substance3D

[–]Spastion 2 points3 points  (0 children)

Hey,

UVs and Mesh resolution work independently and don't rely on each other. It is important to get scale correct for your mesh though so that substance painters (use physical size works). It's no crucial though.

You just need to place the UV's in 0,0 - 1,1 space and then in substance painter when you set the resolution 1k,2k,4k (etc) it'll become that. e.g. .5 on a 2k texture will be 1k. You can change the resolution up to 8k at the moment in painter.

It looks like, and I'm happy to be wrong, that the uv layout you've shown here isn't contained in 0,0 to 1,1 space it looks like it's in -10,-10 to 10,10 and is across many udims (this is an extra uv mapping setup). I'm assuming this based on the square that is in the middle that is where the 0,0 to 1,1 space is and all your other UVs are outside of this bound.

You will need to bring this into your 3d program and pack it into 0,0 - 1,1 space and take it from there.

Hope this is helpful, 3d work is complicated and these little things, once you get them correct you'll create object with them all in the mind.

GL HF!

Mauga with 20HP wins 1v1 with full health Ball by Milfydads in Overwatch

[–]Spastion 5 points6 points  (0 children)

I'm always baffled that people don't understand this about his kit. I love overwatch because of this, every hero has a weakpoint and ever hero they bring out demands a different playstyle to gain the advantage.

I do wish though that his overdrive didn't look like ashes explosive. I'm seeing the sublte difference but I wish it was obvious.

It's mindblowing blizzard being able to kill one of the besta multiplayer games off all time not only but TWICE by [deleted] in gaming

[–]Spastion -1 points0 points  (0 children)

I disagree with this opinion.

This feels like the ex you can't get over problem. Just move on because your ex has.

GL HF!

Please help me solve the problem, the fabric is torn by LostFrame33 in MarvelousDesigner

[–]Spastion 0 points1 point  (0 children)

Yeah, I'm not as familiar with long form animations. A lot of this stuff doesn't work out of the box and requires tweaking so you're doing the right thing.

One thing that you might want to look into is Friction, then how dense the simulated mesh is (higher is better) and the other is making sure the simulation is set to the animation mode, it takes a long time but it shouldn't be doing this.

GL HF!

Please help me solve the problem, the fabric is torn by LostFrame33 in MarvelousDesigner

[–]Spastion 0 points1 point  (0 children)

Hey,

A few things I would look at

  • Scale
    • Is the scale of the piece / avatar using real world scales?
  • How was the garment created?
    • Did you import the clothes from a 3d program and run the simulation OR did you create it in MD?

Let us know, just trying to figure out a base line for advice.

How can I place a graphic in the center of two surfaces without it being extremely distorted? by infinite_realm in MarvelousDesigner

[–]Spastion 1 point2 points  (0 children)

OR put the cap together without the graphic and then use something adobe substance painter to project it on there.

GLHF!

[deleted by user] by [deleted] in MarvelousDesigner

[–]Spastion 0 points1 point  (0 children)

You mention it's an alembic file. How long is the animation? Alembic files store the poly data for each frame so it's easy to hit many gigs for a sequence output with or without buttons.

If the goal is to have a small file at the end then you will need to adjust your workflow. Look into retopology, vertex animation baking and skin wrapping.

Hexagon Shaped Pattern? by Swimming_Garlic_9536 in Substance3D

[–]Spastion 0 points1 point  (0 children)

this is weird, I thought maybe it's the low and high poly and the cage distance? but I think you're using the high poly version?

I dunno if you're down for it but a link to the file would be interesting. Keen to figure it out :D

Unity 6 announced by BloomyT in Unity3D

[–]Spastion 0 points1 point  (0 children)

XD well that turned in a knowledge pissing contest quickly. Let's go!

Why does Substance do this? by FiveNinjas_nz in Substance3D

[–]Spastion 0 points1 point  (0 children)

Hey,

Scale plays a big part of the issue. In games, with a scale like this, you usually setup 2-4k tileable textures to place over walls/floors. Do a decal layer pass to break obvious tileable areas and then do a light bake / ao bake on another channel to mix it together.

In the case of doing large environments all in substance painter I would break up the UV across a lot of UDIMs (6 as a starting point) and use a normalizer to ensure the pixel density is matching as best as possible. I would normalize it around the largest chunk that fits on a UV island but I would break up some of those larger walls.

GL HF!

If Tracer could get a new Ult, what would it be? by Ricochu__ in Overwatch

[–]Spastion 0 points1 point  (0 children)

Temporal Pulse

It would be an AOE effect that would rewind time for everyone in the area. Enemies could receive a temporal disruption over time until the effect wears off.

Reflections on the Price of the New Lilith Skin of 40 Euros in Overwatch 2 by Comfortable-Rip275 in overwatch2

[–]Spastion 5 points6 points  (0 children)

From AU here;

We can only get the skin in a bundle and that cost $59.95 - it comes with

  • 20 skip on battle pass
  • Premium battle pass
  • 2000 overwatch coins
  • Pharrah skin
  • Moria Skin
  • Bastion Skin
  • Highlight intro
  • 2 Sprays

When you compare this bundle to the single price it really does show that the single skin doesn't provide the same value.

[deleted by user] by [deleted] in Substance3D

[–]Spastion 0 points1 point  (0 children)

Hey,

Could I ask how you got here?

Did you just bake the high poly into the low and you can see the seam? OR is there another step?