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Hi. Is it possible to fix this seam in substance without remaking the uv map?
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Check your brush alignment is not set to UV make it camera or tangent warp for cloning in 3d view, having it set to UV space gives the effect you are seeing
not UV only use that if you explicitly want to paint in the UV space
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Tried that. Unfortunately changing Alighnment to camera or tangent warp doesnt make any difference. Any other solution or I have to remake the whole UV?
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you shouldn't have to, painting over seams with pass through and clone stamp is once of the core selling points, I use it all the time. I had a look at the video and couldn't see anything obvious I would have to look at the project / mesh etc to figure out what's going on or it's just guessing.
You could just tri-planer that texture instead of uv project and scale it then just paint some variation over the top but the clone stamp should work. If you still see seams with tri-planer then I suspect you need to make sure your UV islands are all scaled correctly i.e. they are all the same scale / texel density for the bits you want to pait over so double check that with a uv check pattern as well. If they are wrong as long as you don't move the mesh around you can just re-unrap it and re-import the mesh and let substance re-project all the strokes and re-bake any mesh maps (as long as you haven't painted loads just in UV space) make back up first before trying that 🙂
Mark
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I have tried everything you suggested. Nothing works. Texel density is ok. Even on a mesh without baking that seam is still very visible. Here you can see - https://youtu.be/1gRN99EUxPY
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double check what it looks like after you have painted it in iray, sometimes the painting view can show seams but it's just because of precision in that view and in iray / when exported it's fine.
If you DM me link where I can download the substance file I don't mind having a quick look later see if I can spot anything I'm working in substance at the moment so in the zone!, the model and unwrap looks nice clean from your video!
Mark
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Hi,
Have you tried changing the project method from UV to triplanar?
Thank you,
Kind Regards,
Geoffroy SC
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Yes I tried. No change. You can easily replicate this problem with pretty much any metal material that comes with substance. But in my case I am using Iron Powder coated material. And if you have a seam on your model no matter what you do you will not be able to fix it.
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I had a quick look on mine, I think it's just visual glitch in some lighting in the open gl view where you paint where it's so shiny/with those small normal flakes, I get that sometimes especially when a project is starting up and caching all the textures etc., I can see it a bit with that material but the paint over is fine when rendered and if I move the light source around in the paint view it goes as well. Also for that type of texture I'd tri-planer project it personally, I do that at the end of the video.
Try turning off the metallic layer while you paint (it's 100% metallic so nothing to copy) that removed the issue altogether for me when I was painting so I could see where I was painting then turn it back on at the end.
Try rendering it out / checking in iray render after you have painted over it / moving the lighting about.
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well, you get better result because you are using big flakes pattern but i am using the very small flakes. If you use small flakes then painting does literally no difference at all. But anyways indeed when I tried to render it seems that it looks much better than in the viewport
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thats good news! it's probably because if it's really small even at 4k those individual flakes mapping onto the UV texture are going to end up sub pixel size / rounding errors etc with the resizing / viewport optimization's for real time. If it is that and you want really high quality assuming the material is fully procedural, try rendering it out at 8k substance will reproject everything then resize the texture sets back down to 4k externally you'll get a nicer result with the standard image downsizing algorithm I think.
Also as it's getting super small try changing the UV filtering to sharp or nearest should make it crisper
and finally as I mentioned before I'd tri-planar that style of texture and paint variation over the top but amother way is for that tiny micro detail in the normal and roughness is leave that out of the texture map and do that bit procedurally in the render engine then you are not limited by texel density etc. so much and can do clever reprojection to avoid tiling artifacts etc.
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