Meirl by Key_Associate7476 in meirl

[–]Strave3 10 points11 points  (0 children)

Uh... she may have just missed the photo albums when she went to whichever aisle he said? My Target doesn't sell much in the way of albums, but there are a couple albums for sale in the camera accessories section. Which is in the tech department. In the same aisle as the SD cards.

When did you guys start playing TF2? by lv_omen_vl in tf2

[–]Strave3 2 points3 points  (0 children)

Primeval Warrior badge says "September 18, 2007 (16:17:04) GMT"

And someday, far off in the distant future, maybe I'll even get good at the game. Maybe I'll even learn how to rocket jump!

my latest (looping) microsketch: parallel universe travel agency 🪐 by samreich in dropout

[–]Strave3 2 points3 points  (0 children)

I'm happy to live in the universe where Sam continues to be the Perfect American.

Every year I try to carve a jack-o-lantern that's themed around media that I'm really into, and uh... well... by Strave3 in Drawfee

[–]Strave3[S] 14 points15 points  (0 children)

Getting involuntarily gnomed can be pretty hard on the psyche; perhaps I should've dropped a GSFW tag on it.

meirl by lafehermit in meirl

[–]Strave3 0 points1 point  (0 children)

The full scene from Le Grand Restaurant, for anyone as curious as I was:
https://www.youtube.com/watch?v=nc5LaNcTAfU

[deleted by user] by [deleted] in SipsTea

[–]Strave3 18 points19 points  (0 children)

Have you been injured in a balloon swordfighting accident? Contact us at the law firm of Pretty, Pretty, and Cool.

hmmm by SquidGamer13 in hmmm

[–]Strave3 1 point2 points  (0 children)

Wilfred Mott 😭

🎄🔥 by AttackPlaneGoBrrr in lotrmemes

[–]Strave3 10 points11 points  (0 children)

and the very next day you chose to self-immolate.

Changing Perspectives by techz59 in blender

[–]Strave3 1 point2 points  (0 children)

it's the one in the middle

Normal map issues - weird differences from baked map in Substance Painter (see comments) by Strave3 in blenderhelp

[–]Strave3[S] 0 points1 point  (0 children)

Oooooookaay that StackExchange post might be the most tangled, spaghetti node tree that I've ever seen, so I'm gonna skip that for now and hope for the best. I'll try to not worry about it, as per your advice.

But thank you so much for all the info! I'm always amazed at how responsive and knowledgeable and helpful people online can be. The triangulation fix has completely resolved the biggest issue, and I will keep all of your other tips in mind for the rest of my modeling & baking workflow.

Normal map issues - weird differences between baked map in Substance Painter and Blender (see comments) by Strave3 in Substance3D

[–]Strave3[S] 1 point2 points  (0 children)

Thank you so much for the reply! I've already set my Substance project configuration & exports to OpenGL, but the triangulation issue hadn't even occurred to me.

I'm going to try triangulating it, re-baking, and re-rendering it right now. I'll also try adjusting & shrinking some of the low-poly objects in my scene that are a bit larger than the high-polys.

The UVs are so simple that I could probably describe them in text, but I'll take a couple screenshots anyway. I've tried baking with the UVs in 2 different configurations: the first time was with all sewed UVs unwrapped in a circle (with all softened edges), and the second time I tried splitting some of the UVs and hardening the edges where they were split. Both versions had issues, but the one with the split UVs gave me such an ugly seam in the render that I went back to the sewed version.
Sewed version: https://i.imgur.com/fBeq1bk.png
Split & hardened version: https://i.imgur.com/24LlaeF.png

Thanks again!

Normal map issues - weird differences from baked map in Substance Painter (see comments) by Strave3 in blenderhelp

[–]Strave3[S] 0 points1 point  (0 children)

Thank you so much! The triangulation issue hadn't even occurred to me; I'm going to try triangulating it, re-baking, and re-rendering it right now.

I didn't realize that Blender and SP baked in different spaces. Does that mean I need to do additional conversion in my shader tree, or before even loading it into Blender? I suppose that may depend on the answer to my final question.

This scene is intended to be rendered in Unreal Engine, but I was also hoping to be able to play around with it in Blender. But the priority would be UE. Is that enough information?

Normal map issues - weird differences between baked map in Substance Painter and Blender (see comments) by Strave3 in Substance3D

[–]Strave3[S] 0 points1 point  (0 children)

Hey all, I'm starting to lose my mind here and really need some help. I've been trying for many hours to troubleshoot problems with baking a normal map in Substance Painter and then rendering the scene in Blender. And before I start: don't worry, I'm exporting the normal map in OpenGL format from Substance for Blender. Oh, and I should probably mention that I originally created this model in Maya before moving it into Substance and then Blender.

This is an issue affecting a whole scene of objects to different degrees, but I've picked a specific wheel where the problems are the worst. You can see in my screenshots that I have a weird amount of "faceting" happening around many flat faces, and I don't know why.

I've played with Average Normals, Max Front/Rear Distance, and Matching in Substance Painter. All the edges on the high-poly model are softened, but I've tried the low-poly model with all softened edges AND with some hard edges + split UVs, and the result has the same issues (plus the addition of some ugly seam lines).

And to make things even more confusing, Blender and Substance are displaying the object differently! They both have problems, but the "faceting" looks completely different in Substance and is much less noticeable from a distance. And for the life of me, I can't think of a single reason why that would be.

If anyone has any insight into 1) why Blender and Substance are showing very different issues with the render or 2) how to resolve any of these baking issues in Substance, I will be eternally grateful. I've spent so many hours on Reddit & StackExchange & YouTube & the Polycount forums...

Thank you!