Wolfer123
Community Beginner
Wolfer123
Community Beginner
Activity
‎Dec 30, 2024
06:59 PM
So I am baking a character who wearing an outfit but I have to ask is there something i should keep in mind when baking him like how the ambient occulsion is set. my character is clothed and has outfit over him and all. A lot of his clothes have the solify modifier and they are applied when i export it. So i bring it into painter and when i do just a quick bake to set things up, the ambient occulusion has it where his clothes has marks. I wonder if it because maybe his body under his clothes are too close to the outfit causing these issue. I also notice it made his collar white plus does it for his head. Here i'm including screenshot to see what causing this. What could I do to fix this. I could fix the body inside more but like to double check on this. Any follow up questions on this model let me know. I never baked a character wearing an outfit so is there something I should keep in mind when baking with an outfit on and body.
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‎May 02, 2024
10:39 AM
Hi there. So i loaded my low poly to substance painter but I get this strange shadow or shade issue and i can't figure out. This is without any baking or so it like this when i import it to substance painter so it has to do with the face. Here is the issue and i'm including how i showed the wireframe and the face orientation
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‎Feb 11, 2024
08:51 AM
I forgot to mention i try to make a smart material to see if that help and no luck there.
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‎Feb 11, 2024
08:51 AM
Hello I don't know if this is a bug or not but I want to ask on this. So I make a change to project configuration as just had to fix up one small island i mean everything is fine but when I go to put it in, it has it where it deletes all the data on my mask as in the selection parts I have and to add these aren't the island I move or so. To add some still stay in. Is this something it normal does as in delete the mask data so it black or white again or is this something else.
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‎Feb 04, 2024
09:17 PM
Hi so I have it where I'm baking in this weapon i'm working on. Now first I'm using marmoset to help me just do the baking part and I have it where in this one we can see how the low poly look for it. and then when i bake with it high and all it has it where it fix and looks better as shown here. Now here comes my question. I have it where i bake the textures and then I put them all in substance painter but when I do, i get the same issue i got from my low poly before as shown here. So what am i doing wrong. I'm including the texture maps I put in. am i missing something or have something disorganize.
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‎Nov 24, 2023
09:25 AM
Ahh thank you for this info 🙂
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‎Nov 23, 2023
04:45 PM
So this might just be something that is baking 101 or something you wanted to do but I appreciate if i could get direct feedback to make sure i'm on the same page so it help to keep it simple to build it up. So i got these two cube. One that is just normal cube as shown here. We can see how it shade smooth and how many tris it has. Now i have a this cube with a small push that I like to bake on to the first cube. Here is the high poly one and it tri number now when i go to bake it, here is how it turns out in substance painter with the normal picture. Now it doesn't turn out to have the detail of making the push in my high poly one be shown in my low poly one. Is the reason this doesn't happen is because when you are baking something, the high poly should have extra tri to it as in give it extra subdivision and bevel so it help it show more detail for it to be baked on to a model. Trying to understand baking and it helps if i can understand simple on a cube as other objects with a ton of detail confuse me so curious on understanding baking.
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‎Nov 07, 2023
09:00 AM
Oh will read this but and i decrease the max frontal distance, i still got the issue. However something different happen when i tried this, instead of it being match by mesh name, i had it where i accidently had it for match by always and I did not get the issue. Now I'm kinda curious why is that.
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‎Nov 06, 2023
05:30 PM
I can also show more picture of the objects or so if needed.
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‎Nov 06, 2023
05:29 PM
Hi there so I was working on baking the high poly detail into my low poly. Now I got these issue and just like to know what are they and what causes them and if suggestion for what I could to fix them I appreciate it but I feel it best if i know what they are and cause them so I can learn any I encounter. I'm including pictures of the objects and the effect they have on the normal and ambient occulsion map. There are these detail that the arrow point to and not sure what they are and all. I like to know what issue they are and causes them plus how to fix them. Thank you.
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‎Jul 10, 2023
08:33 AM
Hi so exporting more with baking and I trying to use the match by mesh name but I get this error that get me confuse. Now it says ot have the mesh name be _low and high and I did that but I get this error message that says the 2 meshes have not match so I'm a bit confuse. Here this is what I'm getting. What is causing that even though I gave them the sufice that match.
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‎Jul 03, 2023
09:12 AM
Yeah I was always thinking that baking changed the low poly mesh to have the high details just when I heard about it scanning and putting detail i thought it was literally adding to the mesh in a way like fake detail which is it but it not doing anything to the mesh, it just doing it to the normal map and all. You could say to simplify if this was a clay model, i'm not adding more clay to it by baking, baking is just drawing on it to give it the look of more detail then adding more to it. So the other things you mention about, that useful to really help set it up so when i put in edge wear it know how to flow on the mesh item well.
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‎Jul 02, 2023
11:53 AM
Hi I like to ask my own unique question about baking. I mean I know there tutorials and explanation out there but I like to ask my own question to make sure I'm reading and understanding what I read correctly. So the idea of baking models from high to low poly is that is that taking detail we see on high poly and putting them on the low poly but its not changing say the mesh of the model. It adding in details or you could say illusion that make for example part that make it where the height map make it look like there is deep lines but it really just one mesh with a detail that make it look like it had multiple faces on it that were extruded a bit. Another way I mean is it like drawing the detail it see on the high poly and put it on the low poly but it never changes the mesh or say edit the mesh at all, it just make it have it where it look like it changed when it not.
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‎Apr 26, 2023
09:26 AM
This has been very helpful. Thank you for taking the time to asnwer my questions. 🙂
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‎Apr 24, 2023
08:39 AM
Thanks again for the help. 🙂 Yes they do appear after baking and your right about uv seam. I see the purple line but one thing i find where is how it has it where it stops as shown by this picture here. Also when you mean specifi smoothing group, do you mean the smoothing group on the high poly or the low poly or at times it can be both. just wondering on that.
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‎Apr 22, 2023
02:25 PM
So I have two questions to ask. The first one is when baking and I see the blue for the max frontal distance. Why is it some part of mine aren't getting blue to show they are effecting the bake., I mean the model have both just curious what that means or indicated. Here is screenshot to point out. Just strange how it doesn't have blue Also I have to ask, when baking, is this called an artificat in baking or what is this issue. I mean is this occuring because maybe those edge lines aren't so straight on my UV so might need to straight these out as there coudl be stretcing on them. I have it where these are where the uv seams are for them. The anti aliasis is up. Just wonder what is this issue that occuring here.
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‎Apr 21, 2023
09:10 AM
I really appreciate you taking the time to give me the feedback. So yeah i might see where i have some hard edges shown and make them have the uv seam for them. Of course as you mention maybe i should do nothing and just using the baking visualitation. When you mean keep a straight clean uv island, you mean have it where the edges for the end of the island are going vertical or horizonal, so none are bending or going diagonal if i'm correct Regardless it good to know what could be causing my issues and this is a great learning experience for me and i really appreciate you taking the time to point out the mistakes I'm making and learn from them 🙂
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‎Apr 19, 2023
06:15 PM
Hi I'm sure this may be obvious to many and I'm sure it online but it helps if I have get a direct answer on things I work on, what are these issues I'm getting when I'm baking my model. I know it on the normals. Does it have to do with the edges not being smooth or so. Just curious on what things I should keep in mind when this happens. I took multiple pictures and one to show how the normal looks.
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‎Apr 19, 2023
04:18 PM
I don't mind sharing them. Just a heads up is this the fbx your asking for the mesh.
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‎Apr 19, 2023
08:18 AM
I did not know about that setting so thank you for taking the time to let me know that. That did not effect it HOWEVER here is something strange. I had it where it was baked at output size of 512. Now that is where we can see the issue and that is where the seam is for my unwrapped model. However when I bake it at 4k, it isn't so noticable anymore. Here is screenshot to show the difference between the two.
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‎Apr 18, 2023
04:24 PM
Hi there so I am baking with substance painter for my weapon. Now I have it where the high poly has extra bevels then the low one. After I bake, i see it leave marks on my object. It seam this is the place where my seams are for the objects as I checked. Now my question is what approach should i try to fix this. I mean i know i could just move the seams to another spot but curious if maybe there is something I'm doing wrong with my baking or another setting. To add another bake I tried has it where it leave this strange white dot. Just want to understand the mistake I made and what I could do to fix it 🙂
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‎Jul 12, 2021
07:26 PM
Hi there I have a question, if I have an object I want to render out, what a good idea to keep in mind when rendering it. I mean I want to render out my object to show in my portfolio but what is a good idea to keep in mind. Should I make my own background and put it in there to look presentable for my portfolio. Or is there a feature in substance painter I should use. Just like to know a good approach to showing a render image for my portfolio.
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‎Oct 06, 2020
11:38 AM
Hi there. I experimenting with adobe portfolio and I have to ask a question. Now I notice when I select Add Page and I can choose collection for it. However I notice when I make it I can't add it to a destination like my main one that has side links to other ones. So how do I set it up where I can make a link on my home page that goes to that collection page. Or how can I have it where my home page I make can connect to the page I made that is collection since i can't set the collection page destination in my home page.
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‎Apr 23, 2019
02:02 PM
Hi there so I just started using Indesign and I have some questions. I know I could find the answer but sometime they are bobble with so much that it hard to find it. So my first question is I want to make a number list but I have it where I want to have it where the number restart at 1. However the setting is just making them all set at 1 instead of just restarting at 1 for each time I use a paragraphy style.1 instead of just restarting at 1 for each time I use a paragraphy style. How do I fix it so they have it where it goes 1. 2. 3. and then if I have another paragraph and do another one it set to 1. 2. 3. My next question how can I remove a style from something. Let say I have it where I got a colon or space with underline but I don't want to have it, is there a way to remove the space because if I try to hit backspace its still in the style. Here is my example Sorry if my questions are confusing just new to this.
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