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I have a human model that UV unwrapped and uses a UDIM system. Nomal painting works absolutely fine. The issue arises when I tried (perhaps in a less than ideal workflow) to add skin details like pores usng perlin noise.
The steps I took:
1. Created a fill layer with only the normal channel activated.
2. Added a white mask and added a 3D perlin noise fractal to the normal slot.
3. Model now suddenly has weird coloration and lighting that is different between UV islands.
I baked mesh maps within substance before starting the paint process, and I'm working in DirectX for Unreal engine support. I've attached a short clip that shows everything. (If embed isn't showing, here's the link -https://youtu.be/QlelVoUfdxY)
Maybe I'm doing something wrong. All I really want to do is add skin details. I'd appreaciate any feedback on this matter. Thanks!
Hi @Sam062,
Thank you for the message.
This is in fact the expected behavior. The Normal slot expects a Normal map, and a Perlin Noise is a Greyscale map, so not made for this kind of purpose.
Instead, I suggest you to :
Considering Substance 3D Painter natively t
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Hi @Sam062,
Thank you for the message.
This is in fact the expected behavior. The Normal slot expects a Normal map, and a Perlin Noise is a Greyscale map, so not made for this kind of purpose.
Instead, I suggest you to :
Considering Substance 3D Painter natively turns the Height into normal, the result will be what you're looking for.
Best regards,
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Thank you so much! That worked like a charm!
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There still is a small issue though. I wonder if it's UV related. There are portions of the mesh that just doesn't get the noise effect at all. As far as I can tell, UV's seem to ok, since there weren't any noticeable issues when I was painting diffuse color... The 1002 UDIM tile is the UV corresponding to the porblematic portion. (First image above)
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Update: Setting projection to "Fill (match per UV tile) seems to have fixed it lol. I have no idea why.
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